Author Topic: A few minor things (AKA Vindicator thread)  (Read 7935 times)

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Offline Mad Bomber

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A few minor things (AKA Vindicator thread)
I'm going to try my hand at modding MCO, but I'm gonna start pretty simple.

Step 1: Make a copy of the Centurion that runs 97kph, to represent the CN9-D and other modern variants
Step 2: Make an 86kph copy of the Enforcer for the ENF-5 series
Step 3: ????
Step 4: Profit!

I figure this'll be a simple way to start learning the MC2 engine's syntax.

Oh also. Have a poorly-proportioned Vindicator icon I threw together in Paint.

[attachment deleted by nobody]
« Last Edit: June 24, 2015, 09:12:32 pm by Mad Bomber »
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Offline magic

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Nice icon.

Do you have a 3D model?

 

Offline Mad Bomber

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Not yet, no. I'll do that once I've practiced with FastCenturion and Enforcer5, making sure those work properly, before I get into trying to add a new model entirely. (Not to mention my connection is terribly slow and I need to redownload 3DS Max onto this computer.)
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Offline Mad Bomber

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Okay, so I followed your "How to add Mechs" instructions. (I also edited the animation .ini's so the two Centy's would go at the proper speeds.)

FastCenturion shows up just fine in the editor, but doesn't show up in the encyclopedia or purchase list. I think I may have missed something. Does Object2.PAK need to be edited?

Edit: Messing around with Mechpurchase.fit, maybe that will help with the latter problem at least. Also messing with various other mechs' .ini files so they'll run at the proper speeds, e.g. Avatar should be 65kph rather than 86kph.

Edit 2: Speed tweaks done, details in changelog. I can send the various files over when I return home. Also I made a Mackie icon. The legs are pretty blatantly stolen from the Mauler's icon, but whatever.

[attachment deleted by nobody]
« Last Edit: June 19, 2015, 03:17:23 pm by Mad Bomber »
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Offline Mad Bomber

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What the heck, how did I never notice the Chimera's icon was backwards before!?  :wtf: Here's a fixed version. And the Hellspawn and Orion, too! (Decided to make new Orion IIC and Rifleman IIC icons too, while I was at it.)

Still trying to figure out how to get the FastCenturion to show up properly in the Encyclopedia and purchase list, tho. Any help would be appreciated.

[attachment deleted by nobody]
« Last Edit: June 19, 2015, 10:21:43 pm by Mad Bomber »
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Offline magic

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Edit 2: Speed tweaks done, details in changelog. I can send the various files over when I return home. Also I made a Mackie icon. The legs are pretty blatantly stolen from the Mauler's icon, but whatever.

What did you do with ini files?

 

Offline Mad Bomber

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Oh, whoops. Here's a RAR of stuff I've messed with thus far, including the FastCenturion.

Hopefully you can get the mech to show up in the encyclopedia and purchase screen properly. (On that note, selecting the Mad Cat Mk3 in the encyclopedia doesn't do anything either.)

Edit: Outdated RAR full of non-functional files removed.
« Last Edit: June 22, 2015, 05:20:30 pm by Mad Bomber »
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Offline magic

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Thank you Mad Bomber.

You made velocity changes in ini files, something I never did.
Are all those changes tested?
Are those ini-s from 484?

Can I copy your ini files to my release (if all those ini files are from 484 (I had some corrections for node names comparing to previous versions)  and all are OK)?

EDIT: The same questions about mech.csv files?
You changed only speed numbers in SCV files?

EDIT2: You must NOT have mech in the last row of buildings.csv file. Move it above ZaraxTowers.

EDIT3: Your mech.csv changes are not good - showing a lot of damage in purchase. Please use only notepad when editing mech.csv files.
« Last Edit: June 21, 2015, 03:54:12 pm by magic »

 

Offline Mad Bomber

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I've been testing the .INI speed changes from the past few days, and yes they seem to work as intended. They are from 484. You can use my edits freely. :)

Changing the speed in the .CSV only changes what is displayed on the Mech Select and Encyclopedia screens, but seems to have no effect in game whatsoever.

edit1: All I edited in the CSVs was the speed number, except for:
- the Flashman, which was still referencing the old Lao Hu animation; I changed that entry because it has its own animation files now.
- the Jagermech III, which is 65T in canon, and I edited the tonnage accordingly (the 70T version from MechCommander 1 is a different thing entirely; personally, I refer to it as the Jagermech II)
- the Thunderbolt, which was listed at 75T in the CSV for some reason (probably a typo)

edit2: Interesting, I wasn't aware of that quirk.  :wtf:

edit3: I'll bear that in mind in the future. Excel must have done the damage without me realizing :(
« Last Edit: June 22, 2015, 08:47:27 am by Mad Bomber »
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Offline Mad Bomber

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Yeah! It works now! :D

I reinstalled MCO_484 and went through the CSVs in Notepad, doing the proper changes. The other stuff (INIs and FITs) was fine. Rebundled everything just in case, anyway.

Next up, the Enforcer 5-series.

[attachment deleted by nobody]
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Offline magic

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Tested some of your ini files, good work, thank you.

About Jaegermech 3, please leave it at 70t, because if you change tonnage you will also have to change armor values for every variant, grid and weapons loadout. My plan was to make MC1 Jager.

About Thunderbolt, I remember checking TROs and I dont know how I get that it has 75t (I was probably too tired). I made the model for 75t size and grid, armor values and weapons loadut is for 75 tons.
I will have to shrink the model to make it look 65t. Then change all armor values, reduce the grid and weapons.

If you just change it from 75 to 65 tons you get very powerful 65t mech.

It is in my to do list.

 

Offline Mad Bomber

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As regards the Jäger 2/3/whatever, the game seems to tolerate it with the existing values just fine, even after the tonnage change. But yeah, balance-wise I can see your point. Based on the name, I thought you were doing the speedier, but still 65-ton TRO:3060 model. My mistake.


Also, have a preliminary Vindicator head/torso screenshot. I'm using Wings because nothing better will run on my old laptop without causing crashes or horrible overheating.

I assume the arms and legs should be separate from the main body for animation purposes? (And upper/lower limbs separate from one another also)

[attachment deleted by nobody]
« Last Edit: June 23, 2015, 10:41:58 am by Mad Bomber »
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Offline magic

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Torso looks good.

Each mech must have:
Torso
Hip
Left Upper Arm
Left Lower Arm (Gun)
Right Upper Arm
Right Lower Arm (Gun)
Left Upper Leg
Left Lower Leg
Left Foot (with or without toes)
Right Upper Leg
Right Lower Leg
Right Foot (with or without toes)

Keep it under 1000 polys max.

You will have to make a shadow model (used for shadows), try to keep it under 300 polys.

 

Offline Mad Bomber

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Arr. Progress.

I decided to take a cue from MWO's VND-1X and give it that gunbox stapled to the left arm.

Current polycount is 688 tri's, but I'm planning to simplify the head and RA, which should free up some polies. The rest of the limbs can pretty much just be stretched cubes, anyway (apart from the knee joints) so the final polycount should be well under 1k.

Edit: Shaved off another 120 polies, down to 568.

You will have to make a shadow model (used for shadows), try to keep it under 300 polys.

I think I'd need to see an example of the shadow model in a modeling program. I'm not sure how the engine calculates how to stretch it, or what the starting point of the shadow is (light source directly overhead?)

[attachment deleted by nobody]
« Last Edit: June 23, 2015, 04:22:57 pm by Mad Bomber »
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Offline Mad Bomber

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Aaaaand done. :D

Total polycount comes in at 942.

[attachment deleted by nobody]
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Offline magic

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Legs are too small comparing to torso and arms?

 

Offline Mad Bomber

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Fixed easily enough. Crotch scaled up 10%, leg sections all scaled up 20% and moved downward a bit.


Edit
Some things:

1) Hey, since the engine won't allow for head guns, I'm assuming the Vindicator's headlaser firing point will count as a CT gun for engine purposes?

2) What the heck is the "Load Index", anyway? (In Mech CSVs, I mean.) "MechParts" also confuses me.

3) Have a preliminary .INI and an attempt at a .CSV. I recalculated the armor, etc, based on the idea that the Vindy would be slow and have mediocre weaponry, but be very tanky for a 45-tonner. Internals were changed, too.

Code: [Select]
FITini

[TGLData]
st FileName0 = "vindicator"
f Distance0 = 0.0

//st FileName1 = "vindicator"
//f Distance1 = 1500.0

st ShadowName="vindicatorX"

[Bounds]
l UpperLeftX=-40
l UpperLeftY=-40
l LowerRightX=40
l LowerRightY=40

[Nodes]
l NumSmoke = 1
l NumJumpJet = 1
l NumWeapon = 4
l NumFeet = 2

[SmokeNode0]
st SmokeNodeName = "smoke_torso"

[JumpJetNode0]
st JumpNodeName = "jumpjet_torso"

[FootNode0]
st FootNodeName = "dust_rfoot"

[FootNode1]
st FootNodeName = "dust_lfoot"

// WEAPON TYPES
// 0 - ANY Weapon
// 1 - Missile weapon
// 2 - Ballistic Weapon
// 3 - Non-Energy Weapon
// 4 - Energy Weapon
// 5 - Direct-Fire Weapon
// NOTES:
// Each mech MUST have a place for each kind of weapon to fire.
// I.e. There must be at least one zero OR at least a 3 and 4 OR at least a 1, 2 and 4 or its an ERROR!!!!!!!!

[WeaponNode0]
st WeaponNodeName = "weapon_rightarm"
l WeaponType = 0

[WeaponNode1]
st WeaponNodeName = "weapon_leftarm"
l WeaponType = 5

[WeaponNode2]
st WeaponNodeName = "weapon_lefttorso"
l WeaponType = 1

[WeaponNode3]
st WeaponNodeName = "weapon_centertorso"
l WeaponType = 4
// the CT weapon on the Vindicator is really the headlaser


// Foot print types
// 0 - SML_FOOTPRINT
// 1 - AVG_FOOTPRINT
// 2 - BIG_FOOTPRINT
// 3 - ULLER_FOOTPRINT
// 4 - MADCAT_FOOTPRINT
// 5 - LEFT_MASAKARI_FOOTPRINT
// 6 - RIGHT_MASAKARI_FOOTPRINT
// 7 - BUSH_FOOTPRINT
// 8 - NOVACAT_FOOTPRINT
// 8 - TURKINA_FOOTPRINT

[FootPrint]
l LeftFootprintType = 42
l RightFootprintType = 43

[Gestures0]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=-1
b Reverse=0

[Gestures1]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures2]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures3]
f StartVel=0.000000
f EndVel=12.000000
l StartFrame=0
b Reverse=0

[Gestures4]
f StartVel=12.000000
f EndVel=12.000000
l StartFrame=1
b Reverse=0
l RightFootDown0 = 15
l LeftFootDown0 = 30

[Gestures5]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures6]
f StartVel=12.000000
f EndVel=19.000000
l StartFrame=1
b Reverse=0

[Gestures7]
f StartVel=19.000000
f EndVel=19.000000
l StartFrame=1
b Reverse=0
l RightFootDown0 = 20
l LeftFootDown0 = 5

[Gestures8]
f StartVel=19.000000
f EndVel=12.000000
l StartFrame=1
b Reverse=0

[Gestures9]
f StartVel=-12.00000
f EndVel=-12.00000
l StartFrame=1
b Reverse=1
l RightFootDown0 = 15
l LeftFootDown0 = 30

[Gestures10]
f StartVel=0.000000
f EndVel=-12.00000
l StartFrame=1
b Reverse=0

[Gestures11]
f StartVel=6.000000
f EndVel=6.000000
l StartFrame=1
b Reverse=0
l RightFootDown0 = 46
l LeftFootDown0 = 31

[Gestures12]
f StartVel=6.000000
f EndVel=6.000000
l StartFrame=1
b Reverse=0
l RightFootDown0 = 31
l LeftFootDown0 = 46

[Gestures13]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures14]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures15]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures16]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures17]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures18]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures19]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures20]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0x00100079
b Reverse=0

[Gestures21]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures22]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=0
b Reverse=0

[Gestures23]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=-1
b Reverse=0

[Gestures24]
f StartVel=0.000000
f EndVel=0.000000
l StartFrame=-1
b Reverse=0

FITend
Code: [Select]
BaseChassisInfo,,,,,,,,,,,,,,
Identification,,,ChasisStats,,,AllowComponents,,,Color Key,,,,,
MechName,Vindicator,,Tonnage,45,,Advanced Sensor,No,,,"Label, Chart or comment, DO NOT CHANGE",,,,
HouseID,0,,Heat Index,16,,Optics,No,,,"Generated Data, DO NOT CHANGE",,,,
DescIndex,34569,,Load Index,24,,GlobalSensor,No,,,Generic Chassis Data,,,,
AbbrIndex,34569,,Total Armor,256,,ECM,No,,,Do not EVER change.  Always the same,,,,
EncyclopediaID,-1,,MaxRunSpeed,19,,ActiveProbe,No,,,"HEAD : Electronic Component Only, (Optics, ECM or Active Probe)",,,,
HelpId,-1,,TorsoYawRate,360,,Jump Jets,yes,,,LEGS : Jump Jets Only.  Nothing else should go in this spot,,,,
LittleIcon,MCL_GN_MECHICONVINDICATOR,,MaxTorsoYaw,120,,Extended Sensor,No,,,UPPER BODY : Weapons or Armor,,,,
Animation,vindicatorwalk,,ChassisBR,333,,,,,,,,,,
BigIcon,MCL_MC_MECHPAYLOADVINDICATOR,,ChassisC-Bills,30000,,,,,,,,,,
MechParts,35,,MAX Armor,256,,,,,,,,,,
LogisticsX,3,,,,,,,,,,,,,
LogisticsY,4,,,,,,,,,,,,,
,,,,,,,,,,,,,,
Base Armor Values,Head,LeftArm,RightArm,LeftTorso,RightTorso,CenterTorso,LeftLeg,RightLeg,RearLeftTorso,RearRightTorso,RearCenterTorso,,,
BaseInternalStructure,5,7,7,11,11,14,11,11,,,,,,,,
BaseArmorPoints,17,24,24,29,29,37,27,27,13,13,16,,,,,
,,,,,,,,,,,,,,,,
VariantInfo,,,,,,,,,,,,,,,,
Identification,,,,,,,,,,,,,,,,
VariantID,0000,,,,,,,,,,,,,,,
VariantName,Vindicator VND-1R,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,
MasterComponentID,Load#,MechBay X,MechBay Y,CompBas#,Name,Range,Heat,Weight,1Hit Damage,Dam/10Sec,BR,C-Bills,Comment,,,
Item0MasterId,91,-1,-1,1,Fusion Engine,NA,NA,0.00,NA,NA,0,0,ALWAYS a Fusion Engine.  DO NOT CHANGE.  ALWAYS 1,,,
Item1MasterId,92,-1,-1,22,Gyroscope II,NA,NA,0.00,NA,NA,0,0,ALWAYS a Gyroscope.  DO NOT CHANGE.  ALWAYS 22,,,
Item2MasterId,86,-1,-1,4,Arm Actuator,NA,NA,0.00,NA,NA,0,0,ALWAYS an ArmActuator.  DO NOT CHANGE.  ALWAYS 4,,,
Item3MasterId,86,-1,-1,4,Arm Actuator,NA,NA,0.00,NA,NA,0,0,ALWAYS an ArmActuator.  DO NOT CHANGE.  ALWAYS 4,,,
Item4MasterId,88,-1,-1,5,Leg Actuator,NA,NA,0.00,NA,NA,0,0,ALWAYS a LegActuator.  DO NOT CHANGE.  ALWAYS 5 ,,,
Item5MasterId,88,-1,-1,5,Leg Actuator,NA,NA,0.00,NA,NA,0,0,ALWAYS a LegActuator.  DO NOT CHANGE.  ALWAYS 5 ,,,
Item6MasterId,90,-1,-1,6,Cockpit,NA,NA,0.00,NA,NA,0,0,ALWAYS a Cockpit.  DO NOT CHANGE.  ALWAYS 6,,,
Item7MasterId,93,-1,-1,35,LifeSupport,NA,NA,0.00,NA,NA,0,0,ALWAYS a Lifesupport.  DO NOT CHANGE.  ALWAYS 35
Item8MasterId,89,-1,-1,33,Shoulder,NA,NA,0.00,NA,NA,0,0,ALWAYS a Shoulder.  DO NOT CHANGE.  ALWAYS 33
Item9MasterId,89,-1,-1,33,Shoulder,NA,NA,0.00,NA,NA,0,0,ALWAYS a Shoulder.  DO NOT CHANGE.  ALWAYS 33
Item10MasterId,87,-1,-1,34,Hip,NA,NA,0.00,NA,NA,0,0,ALWAYS a Hip.  DO NOT CHANGE.  ALWAYS 34
Item11MasterId,87,-1,-1,34,Hip,NA,NA,0.00,NA,NA,0,0,ALWAYS a Hip.  DO NOT CHANGE.  ALWAYS 34
Item12MasterId,68,-1,-1,13,Standard Sensors,350.00,0.00,0.00,1.00,NA,0,500,HEAD : Sensor Component
Item13MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,"HEAD : Electronic Component Only, (Optics, ECM or Active Probe)"
Item14MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,"HEAD : Electronic Component Only, (Optics, ECM or Active Probe)"
Item15MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,"HEAD : Electronic Component Only, (Optics, ECM or Active Probe)"
Item16MasterId,78,-1,-1,10,Jump Jets,NA,7.00,0.00,NA,NA,0,500,LEGS : Jump Jets Only.  Nothing else should go in this spot
Item17MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEGS : Jump Jets Only.  Nothing else should go in this spot
Item18MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEGS : Jump Jets Only.  Nothing else should go in this spot
Item19MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEGS : Jump Jets Only.  Nothing else should go in this spot
Item20MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEGS : Jump Jets Only.  Nothing else should go in this spot
Item21MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEGS : Jump Jets Only.  Nothing else should go in this spot
Item22MasterId,3,-1,-1,169,Small Laser,short,3.00,2.00,2.50,5.95,92,1700,LEFT ARM: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item23MasterId,80,-1,-1,25,Armor Plating,NA,0.00,2.00,NA,NA,0,500,LEFT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item24MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item25MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item26MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item27MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item28MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item29MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item30MasterId,16,-1,-1,145,PPC,medium,10.00,6.00,7.00,10.49,441,5700,RIGHT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item31MasterId,80,-1,-1,25,Armor Plating,NA,0.00,2.00,NA,NA,0,500,RIGHT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item32MasterId,81,-1,-1,7,Heat Sink,NA,0.00,1.00,4.00,NA,0,500,RIGHT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item33MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item34MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item35MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item36MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item37MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT ARM : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item38MasterId,57,-1,-1,120,LRM5 Rack,long,2.00,4.00,3.00,3.16,174,1700,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item39MasterId,58,-1,-1,220,LRM5 Rack Ammo,NA,NA,0.00,NA,NA,NA,NA,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item40MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item41MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item42MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item43MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item44MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item45MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item46MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item47MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item48MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item49MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,LEFT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item50MasterId,80,-1,-1,25,Armor Plating,NA,0.00,2.00,NA,NA,0,500,RIGHT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item51MasterId,81,-1,-1,7,Heat Sink,NA,0.00,1.00,4.00,NA,0,500,RIGHT TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item52MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item53MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item54MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item55MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item56MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item57MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item58MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item59MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item60MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item61MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,RIGHT TORSO: Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item62MasterId,3,-1,-1,156,Laser,short,3.00,2.00,2.00,5.00,71,1200,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!)
Item63MasterId,80,-1,-1,25,Armor Plating,NA,0.00,2.00,NA,NA,0,500,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item64MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item65MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item66MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item67MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item68MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item69MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item70MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
Item71MasterId,94,-1,-1,255,EMPTY!,NA,NA,0.00,NA,NA,0,0,CENTER TORSO : Weapons or Armor (Weapons with Ammo must have the Ammo pack listed.  Ammo packs are ALWAYS listed LAST!!!),,,,,,,,,,,,,
,,,,,,,Heat,Weight,1Hit Damage,Dam/10Sec,BR,C-Bills,,,,,,,,,,,,,,
Totals,,,,,,,4.00,0.00,14.5,24.60,1111,44800,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,
ComponentPlacement,Head,LeftArm,RightArm,LeftTorso,RightTorso,CenterTorso,LeftLeg,RightLeg,RearLeftTorso,RearRightTorso,RearCenterTorso,,,,,,,,,,,,,,,
Slot1,6,8,9,38,50,0,10,11,,,,,,,,,,,,,,,,,,
Slot2,7,2,3,39,51,1,4,5,,,,,,,,,,,,,,,,,,
Slot3,12,2,3,40,52,62,4,5,,,,,,,,,,,,,,,,,,
Slot4,13,2,3,41,53,63,16,17,,,,,,,,,,,,,,,,,,
Slot5,14,22,30,42,54,64,18,19,,,,,,,,,,,,,,,,,,
Slot6,15,23,31,43,55,65,20,21,,,,,,,,,,,,,,,,,,
Slot7,,24,32,44,56,66,,,,,,,,,,,,,,,,,,,,
Slot8,,25,33,45,57,67,,,,,,,,,,,,,,,,,,,,
Slot9,,26,34,46,58,68,,,,,,,,,,,,,,,,,,,,
Slot10,,27,35,47,59,69,,,,,,,,,,,,,,,,,,,,
Slot11,,28,36,48,60,70,,,,,,,,,,,,,,,,,,,,
Slot12,,29,37,49,61,71,,,,,
CurrentInternalStructure,5,7,7,11,11,14,11,11,,,
CurrentArmorPoints,17,24,24,29,29,37,27,27,13,13,16
,,,,,,,,,,,
Code: [Select]
This is what I was aiming for with the CSV

Tonnage 45T
Speed 19 (65kph)
Base Animation Hunchback
SlotsX 3
SlotsY 4
Base/Max Armor 128/256
Base Heat 16

Balance notes: I see the Vindicator as being slow for its size,
but ridiculously tanky for a 45-tonner. It can fulfill any role,
but it's never going to excel in any of them. Sort of like the
Centurion but cheaper.

VND-1R

PPC LRM5 MLAS
(PPC) SLAS Armor
(PPC) SHS Armor
SHS Armor Armor
<JJ>
Heat: 23/24
Armor: 256/256


VND-3L

erPPC LRM5 MPLAS
(erPPC) SHS Armor
(erPPC) SHS Armor
SHS Armor Armor
<JJ>
Heat: 28/28
Armor: 256/256


VND-1X

PPC LRM5 MLAS
(PPC) MG Armor
(PPC) SHS Armor
SHS Armor Armor
<JJ>
Heat: 22/24
Armor: 256/256


VND-1SIC

LLAS LRM10 MLAS
(LLAS) (LRM10) Armor
SLAS SHS Armor
SHS Armor Armor
<JJ>
Heat: 23/24
Armor: 256/256

[attachment deleted by nobody]
« Last Edit: June 24, 2015, 09:06:50 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: A few minor things (AKA Vindicator thread)
Boredom, insomnia, nervousness, and the frustration of the job search process have all compelled me to start on a Quickdraw.

[attachment deleted by nobody]
« Last Edit: June 25, 2015, 01:10:35 am by Mad Bomber »
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Mad Bomber

  • Booooom
  • 210
Re: A few minor things (AKA Vindicator thread)
Model finished. I wanted to make the vulnerable ankle joints nice and visible on the model, even though the only effect on gameplay would be in the CSV (weaker leg internals).

[attachment deleted by nobody]
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Mad Bomber

  • Booooom
  • 210
Re: A few minor things (AKA Vindicator thread)
Here's a new batch of stuff. Everything from the previous tweak RAR is present, plus:

- Grand Dragon (97kph Dragon)
       - I had to remove the -5K variant from the existing Dragon CSV in order for the game to read the proper variant.
       - For the next batch, I'll edit the Dragon to have the -7N variant in place of the -5K, which should keep any existing
       missions that used to reference the -5K from crashing. Dragon.ini's weapon section will also be edited to accomodate
       this.
- Enforcer5 (86kph Enforcer)
       - I'll need to add another variant to the original Enforcer, since the -5D is now the base loadout of the Enforcer5.
       Might do the War of 3039 variant with a gauss rifle.
- OldAwesome (54kph Awesome)
       - includes AWS-8T variant

All the stuff I added works fine, just needs some edits to mc2res.dll to display the names properly. (I tried doing so myself with ResEdit, but then the game started saying "Cannot find mc2res.dll" for some reason. Glad I made backups.)

[attachment deleted by nobody]
« Last Edit: June 28, 2015, 11:49:20 am by Mad Bomber »
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"