Author Topic: Team colors issues (re: Shatterverse, new Apollo)  (Read 1919 times)

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Offline Mad Bomber

  • Booooom
  • 210
Team colors issues (re: Shatterverse, new Apollo)
Self-split from the nuApollo thread. For the record, the new Apollo models are objectively awesome. :D

The six-gun Apollo I kitbashed from them seems to be working fine in-game, but for some reason team colors won't show up in my FS2, including in the model viewer. Tested it with an unaltered nuApollo model (see first table), got the same problem. Hoping I can get some troubleshooting help with that.

BTW, yes, Apollo-misc.dds is in the relevant maps folder. I'll throw the modified table entries here so you guys can make sure I didn't screw up. Debug log also added, for great justice.


also why the heck did I post it in this subforum, MB confirmed for potato

Code: [Select]
$Name: NTF Apollo
$Short name: Fighter04
$Species: Terran
+Type: XSTR("Space Superiority", -1)
+Maneuverability: XSTR("Fair", -1)
+Armor: XSTR("Medium", -1)
+Manufacturer: XSTR("Han-Ronald Corp", -1)
+Description: XSTR( " ", -1)
$end_multi_text
+Tech Description:
XSTR("Though the NTF has hegemonized Regulus' disparate colonial militaries under its banner, it has not had the time or wherewithal to retool production lines for all of their fighters. As a result, older, Vasudan War-era fighters such as the Apollo still soldier on in NTF ranks, being produced both by one of the colonies and the factory-ship Lutzen. This version of the Apollo lacks most of the upgrades common to the Star League's Apollos, but is still more than rugged enough to be usable, even in modern conflicts. The Neo-Terran 'protectorate' of Emalghia also flies these fighters on occasion.", -1)
$end_multi_text
+Length: 25 m
+Gun Mounts: 4
+Missile Banks: 2
;; More or less the canon Apollo, with a few minor tweaks.
;; BTW, the factory-ship Lutzen is an idea from an old project of mine, more or less the Regulus Syndicate's
;; attempt to have mobile factories that they could shift closer to mining operations, or away from attackers,
;; as needed. It would've used the model that became the GTL Anemoi in BP.
$POF file: fighter04.pof
$Detail distance: (0, 100, 800, 4000)
$Enable Team Colors: YES
$Default Team: NTF
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 60.0
$Rotation time: 3.2, 3.2, 6.0
$Rear Velocity: 0.0
$Forward accel: 3.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 900.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "P-28 Striker" "SD-4 Sidearm" "Disruptor" "Prometheus A" "CM Laser" )
;; as with the canon Apollo, large guns are not mountable, so no Proton Bolt
$Allowed Dogfight PBanks: ( "Prometheus A" )
$Default PBanks: ( "Prometheus A" "SD-4 Sidearm" )
$PBank Capacity: (1,1)
$Allowed SBanks: ( "Rockeye FF" "Tempest SD" "Hornet SW" "Locust SW" "Talon IR" )
;; same with the PXV, the wing launchers are just too small to accomodate them
$Allowed Dogfight SBanks: ( "Rockeye FF" "Tempest SD" "Hornet SW" "Locust SW" "Talon IR"  )
$Default SBanks: ( "Rockeye FF" "Rockeye FF" )
$SBank Capacity: ( 40, 40 )
$Shields: 350
$Shield Color: 255 100 255
$Power Output: 2.0
$Max Oclk Speed: 82.0
$Max Weapon Eng: 100.0
$Hitpoints: 240
$Armor Type: Standard
$Shield Armor Type: FS/WOD Shield
$Flags: ( "generate icon" "fighter" "flash" )
$AI Class: Captain
$Afterburner: YES
 +Aburn Max Vel: 0.0, 0.0, 140.0
 +Aburn For accel: 0.7
 +Aburn Fuel: 300.0
 +Aburn Burn Rate: 50.0
 +Aburn Rec Rate: 25.0
$Countermeasures: 15
$Scan time: 2000
$EngineSnd: 192
$Closeup_pos: 0.0, -1.0, -31
$Closeup_zoom: 0.5
$Ship_icon: iconfighter04
$Ship_anim: ssfighter04
$Ship_overhead: loadfighter04
$Score: 10
$Trail:
 +Offset: 7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: 4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Subsystem: communications, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: sensors, 10,0.0
$Subsystem: weapons, 20,0.0

Code: [Select]
$Name: SF-T02B Apollo II
$Short name: TFight4
$Species: Terran
+Type: Space Superiority
+Maneuverability: Fair
+Armor: Medium
+Manufacturer: Han-Ronald Corp.
+Description: Medium workhorse fighter.
$end_multi_text
+Tech Description: XSTR("While attrition and lack of parts have forced the Star League to retire many of the GTA's fighter classes, the Apollo has stood out as being almost absurdly rugged, able to accept parts from nearly any source with few problems. Where any other fighter would fall prey to logistical problems, an Apollo can keep on flying. Finding a working Apollo factory on Luna cemented the decision to keep the fighter in our ranks for the foreseeable future. The latest version, renamed the Apollo II, is a major overhaul, boasting an improved reactor, six guns, and tougher armor plating.", -1)
$end_multi_text
;; The factory found on Luna is from a 2329 whose timeline differs from that of canon FS1 a bit. It produced
;; a variant of the prototype version, which has wing guns and missiles closer to the center,
;; which is why the League's Apollo II has the configuration it does. Better missile compatibility is also
;; present, but at the cost of the wing guns being rather limited in size and power.
+Length: 21 m
+Gun Mounts: 2M,4L
+Missile Banks: 40xInt, 40xInt, 3xIR, 3xIR
$POF file: SL-Apollo.pof
$Detail distance: (0, 100, 800, 2500)
$Enable Team Colors: YES
$Default Team: SLDF
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 65.0
$Rotation time: 3.5, 3.5, 6.0
$Rear Velocity: 0.0
$Forward accel: 3.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 900.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "Light Laser" "Light Disruptor" "Machine Gun" "Lt. Mass D." "Lt. Beam Laser" )( "Mk25 Laser" "LL-12 Laser" "CM Laser" "Meson" "SD-4 Sidearm" "Beam Laser" "Blaze MkII" "P-28 Striker" "Ion" "Scythe" "Disruptor" "Mass Driver" "Prometheus A" "Neutron" "Particle" "Pulse Laser" )
$Allowed Dogfight PBanks: ( "Light Laser" )( "Particle" "Ion" "Mass Driver" )
$Default PBanks: ( "Light Laser" "Ion" )
$PBank Capacity: (1,1)
$Allowed SBanks: ( "Talon IR" "Phoenix V LR" "Rockeye FF" "Tempest SD" "Hornet SW" "Locust SW") ( "Talon IR" "Phoenix V LR" "Rockeye FF" "Tempest SD" "Hornet SW" "Locust SW") ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart DF" "Yari LR" "Assegai SR" "Paw DF" "Fang FF" "Stalker HS" "Claw IR" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart DF" "Yari LR" "Assegai SR" "Paw DF" "Fang FF" "Stalker HS" "Claw IR" )
$Allowed Dogfight SBanks: ( "Locust SW" ) ( "Talon IR" ) ( "Spiculum IR" ) ( "Spiculum IR" )
$Default SBanks: ( "Locust SW" "Talon IR" "Spiculum IR" "Spiculum IR" )
$SBank Capacity: ( 40, 40, 30, 30 )
$Show Secondary Models:        ( NO NO YES YES )
$Shields: 580
$Shield Color: 100 255 100
$Power Output: 3.0
$Shield Regeneration Rate:      0.03
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed: 80.0
$Max Weapon Eng: 100.0
$Hitpoints: 360
$Armor Type: Standard
$Shield Armor Type: FS/WOD Shield
$Flags: ( "player_ship" "fighter" "generate icon" "flash")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 150.0
+Aburn For accel: 0.4
+Aburn Fuel: 300.0
+Aburn Burn Rate: 1.0
+Aburn Rec Rate: 0.0
 $Trails:
  +Bitmap: ABtrail
  +Width: 1.0
  +Alpha: 1.0
  +Life: 1
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 192
$Closeup_pos: 0.0, 0.0, -31
$Closeup_zoom: 0.55
$Ship_icon: iconfighter04
$Ship_anim: ssfighter04
$Ship_overhead: loadfighter04
$Score: 10
$Trail:
+Offset: 7.46 -1.93 -7.58
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -7.46 -1.93 -7.58
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 4.57 3.61 -8.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -4.57 3.61 -8.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: communications, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: sensors, 10,0.0
$Subsystem: weapons, 20,0.0
Code: [Select]
#Team Colors

$Team Name: Kilrathi
   $Team Stripe Color: ( 105 85 85 )
   $Team Base Color: ( 135 25 25 )

$Team Name: Emalgha
   $Team Stripe Color: ( 175 69 40 )
   $Team Base Color: ( 134 48 23 )

$Team Name: NTF
   $Team Stripe Color: ( 136 7 125 )
   $Team Base Color: ( 76 0 70 )

$Team Name: Independents
   $Team Stripe Color: ( 180 180 24 )
   $Team Base Color: ( 120 120 18 )
   
$Team Name: SLDF
   $Team Stripe Color: ( 85 105 85 )
   $Team Base Color: ( 25 175 25 )
   
#End

[attachment deleted by admin]
« Last Edit: September 11, 2016, 10:33:16 pm by Mad Bomber »
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 
Re: Team colors issues (re: Shatterverse, new Apollo)
Ok, someone is seriously borrowing from Escape Velocity Override here. I recognized "Emalgha" from that game the moment I saw it.
There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline fightermedic

  • 29
  • quite a nice guy, no really, i am
Re: Team colors issues (re: Shatterverse, new Apollo)
I have that problem, when i use .png instead of .dds textures
all other textures work fine as .png, just not -misc
maybe that helps
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline Mad Bomber

  • Booooom
  • 210
Re: Team colors issues (re: Shatterverse, new Apollo)
Ok, someone is seriously borrowing from Escape Velocity Override here. I recognized "Emalgha" from that game the moment I saw it.

Yep, that's them. The Shatterverse produces some strange bedfellows, and the NTF of all people winding up taking on Emalghia as a surly protectorate is just one of many examples.


I have that problem, when i use .png instead of .dds textures
all other textures work fine as .png, just not -misc
maybe that helps

Thanks, but you already made Apollo-misc a DDS, so it's not that.

Gonna fiddle around with this and see if team colors work for me in other mods that should support it.
« Last Edit: September 12, 2016, 07:13:14 pm by Mad Bomber »
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Mad Bomber

  • Booooom
  • 210
Re: Team colors issues (re: Shatterverse, new Apollo)
I figured it out. Not having my FSO's "Lighting" settings high enough was the culprit.  (IMO it's rather odd that it's tied to THAT setting rather than the slider that says "Textures".)

I had a feeling it'd be something simple like that.  :doubt:

Once again, MB confirmed for potato.
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"