Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: dlpetta on January 31, 2023, 08:42:33 pm

Title: Mixing MODS
Post by: dlpetta on January 31, 2023, 08:42:33 pm
Hi. I would like to know if is possible to "mix the mods"?
Like, for example, put the Star trek ships mod together with Standard "Vanilla" starships.


thanks
Title: Re: Mixing MODS
Post by: Trivial Psychic on February 01, 2023, 02:05:13 am
It can be done.  Adding one of the Star Trek models into, say the Freespace 2 folder requires a few things:
Ship model, which goes into the data/models folder
ship textures, which go into the data/maps folder
a properly formatted modular table file for the ship, which goes into the data/tables folder
Be advised however, that if you are using one of the existing models/maps/table files as source, they will probably reference custom weapons as well, in that case, you'll also need:
Weapon model (if were talking about something like a torpedo)
Weapon model textures (same 'if')
Weapon effects for primaries, which go into the data/effects folder
a properly formatted modular weapons table file, which again goes into the data/tables folder.
There may also be glow-point textures referenced by the weapon and ship models, which go into the effects folder (IIRC).

Finally, take note that even if you successfully add such model or models alongside the FS2 models, they won't show up in any missions.  You'd need to open the missions in FRED and add them in, but this would likely unbalance the mission, so it is not recommended.  The more likely option is if the ships you are adding in are player-flyable, so you could choose to fly them in place of the FS2 ships.  Be advised, however, that in order to do that, and use them in the campaign, you'd need to also edit the mission files and possibly the campaign file, in order to make the ships and weapons, accessible to the player.  Otherwise, they won't show up in pre-flight.
Title: Re: Mixing MODS
Post by: Colonol Dekker on February 01, 2023, 03:34:07 am
Advice on how to achieve it can be found on the mod wiki, linked at the top of the page.
Title: Re: Mixing MODS
Post by: DefCynodont119 on February 01, 2023, 10:03:09 pm
Some the information in this playlist is outdated as this was before Knossos was created, but the instructions on how tables and VPs work is still relevant:

https://www.youtube.com/watch?v=sXClThmOMwg&list=PL6UAAcjEObko4wCCRmrngHFkywLDDO6o3&index=5
Title: Re: Mixing MODS
Post by: dlpetta on February 02, 2023, 01:46:27 pm
Many thanks, people
I appreciate your patience. I gonna try it. =)
Title: Re: Mixing MODS
Post by: BengalTiger on February 07, 2023, 07:56:47 pm
Be advised that as soon as you get your first mod working, it becomes an infinite rabbit hole.