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February 19th, 2004, 10:56 AM
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Modding questions...
Ok, I've been toying with the ship files and store files and whatnot, and basically just having fun hacking away at the game, and I think I'm finally ready to try to mod the game in earnest.
I have a few questions on methods first though.
First, can I create new slot types? If I just set up a slot on a ship with an arbitrary type string will the game only allow components with a matching placement locations string to be placed there? If so that's great, because I want to have reactor and point defense slots (With the point defense slots having specific firing arcs... This should solve the problem of having all your PD guns fire at one missile and having nothing left for the other missiles/fighters swarming you).
Also, is it possible to do as in the SEIV quasi newtonian propulsion system and cause heavier ships to require more movement points to reach a given speed than a lighter ship? I intend to only have one or two engine slots on any given ship, and simply have a large range of engine types that get vastly more powerful as their tonnage goes up.
Can you set a campaign to be unselectable? By which I mean you could only play it by going through the campaign before it and being sent on to the next one. It's not that I care about people jumping ahead, it's that I was thinking I'd like to do it as a chain of small intimate missions, in the style of something like Freespace, rather than long complex missions, and I was thinking I could render each mission as a separate campaign, in order to increase the immediacy of the mission, but doing that would result in a ton of campaigns cluttering up the selection screen if they can all be played from there...
Oh and Last, can someone tell me how to import 3D models and textures into this game? I'm not a modeller, but I suppose I'll need to know how at some point... Ideally I want entirely new ship models for my mod, so I guess I'll have to find someone willing to do the modelling for me, but I'd still like to know how to import models, as I can probably find some stock models to play with as a start.
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February 19th, 2004, 01:26 PM
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Brigadier General
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Join Date: Jul 2001
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Re: Modding questions...
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Originally posted by PaladinX:
First, can I create new slot types?...
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yes, this is possible since the new patch (v.1.15)
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...With the point defense slots having specific firing arcs...
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not sure if that'll work. Perhaps the 360� arcs are hardcoded into the PD. But good idea, certainly worth a test.
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Also, is it possible to do as in the SEIV quasi newtonian propulsion system and cause heavier ships to require more movement points to reach a given speed than a lighter ship? I intend to only have one or two engine slots on any given ship, and simply have a large range of engine types that get vastly more powerful as their tonnage goes up.
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points to SJ (the resident QNP expert). I suppose what you could do is make different slots for the different ships classes and then add corresponding engines. So you end up with Destroyer,Cruiser, and Battleship engines.
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Can you set a campaign to be unselectable?...
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hmm, nope. I don't think so
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Oh and Last, can someone tell me how to import 3D models and textures into this game?...
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No short answer for this one. Basicly what you must do is convert the models to .x file format and then change the SpaceObjects.txt file (plus a bunch of other tweaks to various files...).
This has been discussed in other topics. A search should turn up something useful.
Hope this helps,
Rollo
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February 19th, 2004, 01:53 PM
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Re: Modding questions...
Thanks for the answer... My net went down for a few hours so I just started hacking to see what would happen, and discovered that the slot types work. I created a PDC slot type and changed the location type of the PDCs to use that, not sure whether or not the firing arcs worked, will have to lower their RoF and test it.
I have another question now though... Do firing arcs greater than 90 degrees work? I had built a new ship design with a few oddball weapon arcs to see what would happen and it behaved oddly to say the least.
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February 20th, 2004, 02:32 AM
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Brigadier General
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Re: Modding questions...
yes, arcs > 90� are no problem. I have done so many times. Even the default game uses some 180� arcs.
What exactly are you trying to do? What files did you edit? (you have to edit both SpaceObjects and slots) And what are the oddities that you see?
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February 20th, 2004, 02:32 AM
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Brigadier General
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Re: Modding questions...
PS: the SHOWFIRINGPOINTS cheat is a helpful one when modding arcs
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February 19th, 2004, 04:01 PM
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Re: Modding questions...
Well, I made one 360 degree hardpoint (0 - 359), and a couple that were somewhere around 135 degrees. I didn't add a new model, I just created a new component slot layout and assigned it to an existing model (For the time being) in order to get something into the game right away (As I said before, I have no modelling skills to speak of).
Basically I took the Amonkrie cruiser and turned it into a dreadnought... I changed the naming conventions for weapons, so that rather than having a bunch of lasers that fit into light slots and a bunch of torpedoes that fit into heavy slots, I have heavy and light weapons based on tonnage, and "cannon" slots for the really big guns. It provides a bit more flexibility in ship design while at the same time allowing the layout designer to use firing arcs to tweak a ship towards a certain role.
I put the ship in the ship dealer's inventory by default, and used the credits cheat to buy it and take it for a spin. Hitting "Show weapon arcs" in the ship dealer's interface caused the game to hang up, but I could buy it and equip it and take it out for a spin. I'm not sure what the problem is with it, to be honest
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