How Do You Add Ship Models to the Game?

Adding Ships from other Games!

How do you add ships to the game? There are already other games out there that have 3d models of ships to install,for example Bridge Commander @ BCFiles.com. How would I load these files into GC2?
8,737 views 14 replies
Reply #1 Top
You would need to convert them to the apprpriate format and add hardpoints via a 3d modelling suite such as 3d sutdio max. Then once you have that done all you need to do is put them in the right folder and add a reference to them in the game's xml data files.
Reply #2 Top
What is the appropriate format? Where can I get something to convert the files that is not to expensive?
Reply #3 Top
What is the appropriate format? Where can I get something to convert the files that is not to expensive?


youve made about 6 threads in the past couple hours. Each question could have been answeared if you read the sticky. I hope you get a warn from a mod for this gross spam.
Reply #4 Top
you've made about 6 threads in the past couple hours


4 and counting....
Reply #5 Top
Each Question was separate and dealt with a different subject that I was working on. Also, each thread title dealt mentioned the Idea of the post. I researched these and found no satisfactory answer in the forums. And which sticky were you referencing.

Also where can I get a 3ds Max program that doesn't cost a mint!

Ok! I will admit I made one duplicate message. My bad!


Now assume that not everyone has very expensive 3d modelling software and is unfamiliar with converting models into the unknown correct format to use with GalCiv2!

All I am asking is what is(are) the correct formats to insert models from other games such as BotF, Armada, and Bridge Commander into GalCiv2 and is there an inexpensive way to do this?
Reply #6 Top
No disrespect but I want you to understand the reality of what you’re asking. Converting models from different games is very time consuming. It took me months to learn how to use 3ds Max 8 and no there isn’t an inexpensive way to get 3ds. That’s why the modeling tutorials are virtual non existent. It would just take a long time for someone to put together a tutorial. Plus you would have to field a ton questions from everyone.

As far as adding models from the different Star Trek games, why when the Star Trek mod is doing this already?
Reply #7 Top
You can always download trial version...

You can convert moddels, but its most fun when doing them yourself

By the way..while we talk about models, how many textures does gc2 support?
Reply #8 Top
By the way..while we talk about models, how many textures does gc2 support?


One per model. Or at least one per object (not sure, but I know you definitely can't use multiple textures on one object).
Reply #9 Top
Han891-
far as adding models from the different Star Trek games, why when the Star Trek mod is doing this already?


Well, because I had a idea and the Star Trek Mod Team @ s31clan.com (which I tried to join the forum but I can't get anybody to activate my account even though I am on the members list and there is no email address to contact them) were unavailable for assistance. So struggling to figure out how the mod team did things I am trying to figure it out alone.

BTW I found out this afternoon that Milkshape will convert BC .Nif files to DirectX 8 .X file format.

So I figured if I can convert the files then it would all work if I could find out which folder to put them in since there is no need for hardpoints on the outside of the ships to attach items. If I am wrong, then correct me.

So please, How was it done step-by-step?



Reply #10 Top
MyKuss, you are now an active member on the Star Trek forum.
Reply #11 Top
Cool! Thanks Han
Reply #12 Top
Hardpoints are necessary if you want to add things like engines and weapons.

The .x model file and the associated .png image files go in the Mods\Gfx\Models folder.

Then you would need to add a section for that hull into the GC2Types.xml file (and then save the modded GC2Types.xml file to the Mods\Data folder).
Or, you can make a separate .xml file for each hull (naming it 'whatever you wish.xml'), or for each set of hulls, like the Star Trek mod does, and place that file in the Mods\Data\ShipComponents folder.

I indicated the Mod folder structure because it is safer to add things there, than in the main program file structure. You can do it, but when you update the game your modded files will be overwritten, while if you do it in the Mod folders they will remain intact.
And that way you don't have to worry about backing up the original files, or reinstalling if you mod the files incorrectly. You just access the new files by specifying the use of Mods in Options.


Reply #13 Top
hey check ebay i got my 3dsmax ver 15 for only 15$ dollars and guess what it was still in the box new i hope this helps it beats paying 100$ bucks for the older version
Reply #14 Top
3ds max 15?^^ theres only v. 9 out there...