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FullMetalFox

Second Lieutenant
19 Badges
Jun 21, 2016
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One of my favorite threads from the old ModDB forums was the good old "Post what you are working on" thread.

You could see all the various WIPs other people were working on, discuss their progress, offer advice and what not.

Did the modder part of your brain turn up 408 Request Time-out errors? Go read some of those new posts, all that stuff there might spark some new ideas.

And if you just had some Eyecandy to go around that wasnt worth its own thread, there was a place for it.


So yeah, id like to see if Stellaris's Modding Community would enjoy such a thread, if not, eh no harm in trying.

Alright, lets begin.

After taking apart Stellaris's Model folder, i realized that i wont be able to finish my first Stellaris Mod without either some new models, or at least some reskins.
Well, i could but it would be lame.

Since i dont own a copy of Maya, it would have to be new skins. So here is some Eyecandy from the first try on a retexturing a Reptilian Corvette into something a bit more mean/grungy. Enjoy!

3E3Og3F.jpg

Inb4 'space camo', lower right is the vanilla skin, also please ignore the vanilla textured test turrets.
 
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I've noticed that you can get the models in an editor called Blender by using JoroDox tools to convert the models. I haven't tried making my own or exporting yet.
 
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I've noticed that you can get the models in an editor called Blender by using JoroDox tools to convert the models. I haven't tried making my own or exporting yet.
I hate Blender with a burning passion, but ill take a look at JoroDox, maybe it works with my old 3dsmax. Thanks!


WIP: Black Hole Revamp
I honestly always thought that Stellaris's Black Holes are beautiful, but boring at the same time.
Now after about 2 hours work and testing, i think ive nearly reached my goal, but i would like to know what you guys think.

LhB48xw.jpg

KUPXKGf.jpg

YdH7PNG.jpg




So, what do you guys think?
 
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The new black hole looks nice, but not too sure about the red. From what I've read, red light around black holes only occurs very rarely when matter (somehow) is escaping through violent jets as the black hole is getting 'fed' other material passing past the event horizon, normally any light would be far beyond the visible range (X-rays). So it would probably be better represented by a deep purple ('blacklight') since UV is closer to the 'actual' colour than red.
 
Glad you guys like it =)

The new black hole looks nice, but not too sure about the red.
Even today science isnt 100% sure how they would look to the nacked eye, but at least we can calculate how extreme gravity would affect light.

Stellaris actually produced a rather accurate presentation in terms how light bend around a black hole, they even creates a sprite for gravity lensing.
But there is more to it than just bending the lights path, the so called gravitational redshift or Einstein shift is also present.
In simple terms it shifts the photons moving against gravities pull into longer wavelenghts, aka into the complete opposite direction as ultraviolet.

For this i actually just reduced the blue and green color channels of my textures in two steps, to get close the colors to nasas visualisations, did work better than regular coloring XD
 
For about a month, I'm making mod Human Fallen Empires.

Two new fallen Empire with its own history, events and anomalies, and even small galactic crisis.
We have around 32 pages of text for events and dialogues.

It is unlikely that you know Russian language, but who knows about modding can see it:
https://github.com/hadaev8/humanfallenempires

About 90% of the work completed: need write descriptions for some events and anomalies, code it into game and make english localisation.

Home system of Kad Republic (humans from the future):
7D1C897569CEF61D30526E1DDC6DD4B2AD0541F1
 
WIP: Star Particle Revamp
Well cant just revamp the Black Holes and leave everything else vanilla, a lot of tinkering with Stellarises Particle System, and the new Framework for Solar Surface Fire, Solar Eruptions, Solar Flares and Solar Arcs was born. Here is a comparison on a G-Class Star. (looks much better moving, and i still have to tweak some alpha values)

Vanilla G-Class
v59WfVa.jpg


New G-Class
A56LGIm.jpg
 
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Thanks Foraven =)
Every modder sucks in at least one part of modding, for me my bane is Dyslenglish and Programming, i can write Event and Logic scripts, but throw some actual C+ or anything like that at me and my brain goes *does not compute*
 
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Nice! :D
Station Sections on Destroyers. Ive tried putting them on Cruisers to create a new Ship Class, but i scrapped it due to to much clipping. I have to say though, on the destroyers it looks pretty good. Hmmm, this gives me another idea that might be worth trying.
 
Nice! :D
Station Sections on Destroyers. Ive tried putting them on Cruisers to create a new Ship Class, but i scrapped it due to to much clipping. I have to say though, on the destroyers it looks pretty good. Hmmm, this gives me another idea that might be worth trying.

Not all of them work though. Notice the first and second picture. First one is a cruiser engine and cruiser front, destroyer end and space station part worked but looked awful. Second one is a station part with a cruiser engine because with the destroyer aft it looked too much like a saucer. The others look nice, the Avian one look like something the Devs could have added. The only one i'm not too pleased with is the Reptilian, but no other parts worked well.
 
So i started messing with new Weapon Particle Effects, turns out that the Projectile System is very limited, you can attach particles, but other than that youre limited to single texture beams and 3d modeled bolts, or missiles... Why PDX, why?

Anyways, i started with new Laser Effects, little ingame test on Large Infrared Lasers:
5zH7Epb.jpg

vQVJVXH.jpg


Also, i think ive finished my Star Particle Template, examples in two colors.
KyqG7Mq.jpg

4JaXz77.jpg
 
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