Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Getter Robo G on August 21, 2004, 12:03:26 am
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HI guys, you know I almost never post here but I figured this was a valid FS Open quesition...
Ok I converted two new missiles for Robotech. They Work fine in retail vanilla FS2... translate tehm to Fsopen3.6 and the engine glows and trails are fine, but the POF's themselves become invisible!!! I triple checked the textures they are fine... When I change teh pof reference to FS stock ones they appear. renamed them to new models adn poof no more weapons? They function fine in game jsut are not visible fromt eh FRONT.. screens...
A female Quadrano fires her mini missiles.. They look great from the players POV for firing: (yes I realise I have to make them smaller!)
http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=a07c.jpg
Now if you are being attacked by Quadranos or using external camera you see this! A whole lotta nothing!:
http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=973e.jpg
I am using FS Open 3.6 in vanilla mode (normal people need to be able to play this)...
Any ideas? (Thanks in advance!)
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This may be related to my transparent ship bug. Are any of your other models transparent or have transparent parts(where they're not supposed to)
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It is not related.
Most likely problems are to be:
1. use of a 32-bit PCX file, which is NOT supported by FS2open - use a 8-bit one or a TGA/JPG/DDS file
2. the missile texture is not found. Check if its referenced correctly IN ALL LODs and if all the necessary textures exist.
3. use of TGA/JPG/DDS files without "-jpgga" enabled
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I have all fso options turned off... My seconday pof textures are all like 128 or 64x64x8 meaning they are 8 bit pcx's? I changed them to 8 bit jpegs no dice... The weapons are all 1 LOD and They show up in modelview but not game.
I will try messing with that -jpg thingy but I am really timid about messign witht eh exe thing cause -mod never enables for me and I have to mod it the OLD fashioned way (data instead of a mod name)
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if -mod doeesn't work for you then you've installed things wrong
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Originally posted by Kazan
if -mod doeesn't work for you then you've installed things wrong
Actually there are a couple of other things you can do that will kill -mod
1. Folders called "The Babylon Project" won't work cause of the spaces.
2. Folders called "The-Lightning-Marshal" won't work probably cause FS2_Open starts thinking the hyphen is the start of a switch called Lightning.
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that would qualify as installing wrong
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I just wanted to clarify that it was the installation of the mod not FS2 open that was incorrect.
Didn't want Star Dragon wondering off to reinstall FS2 and FS2_open if the problem was as simple to fix as renaming a folder :)
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Yeah... this... err... was my problem... appaerently it has to be located in the moddir/data/maps/ or else the textures will not be loaded... Double check that...
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Yeah that was changed because with animated texture support some of the stock missiles were being textured with their techroom or CB ani's. The maps should be there anyway, but if they aren't then you need to move them.
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what works for me is to install things this way.
For instance TBP is installed in the C:\games\freespace2\TBP\
inside the TBP folder there is the data folder. VPs go inside the TBP folder.
command line is fs2_open.exe -mod TBP
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I mentioned on 06-06-2204 NO MOD would work with -mod...
Error name not valid (spaces)
There were never any spaces used!!!
I tried these variations with diffrent mods:
FSTrek
FS2TREK
TBP
INFERNO
LM
None of them woud be accepted by the launchers.
I didn't know about the underscore not valid but that ws just ONE of the variations I used...
I FINALLY got FS Open to work by doing the usual as karajorma suggested... Simply make my mod folder THE Data folder and skip the launcher..
Voila problem solved FSOpen runs fine..
Now armed with this information what could be the problem as there IS no moddir... And yes I WAS about to re-install FSOpen3.6 but I read your post luckily...
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If that still doesn't work. Are you typing -mod xxx directly into the command line box? If so that could be the problem. The -mod command MUST be the last thing in the list of switches.
Do me a favour select a mod and then show me the full command list from the box above the select mod button. It will look something like this
F:\Games\FreeSpace2\fs2_open_T-20040802.exe -spec -glow -allslev -mod MindGames
BTW Underscore is valid in a moddir name. Hyphen is not.
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Still doesn't accept without error message BUT by making a data folder and then moving all into it it does run but I lose all my changes. It is FSopen campaign (new pilot and all) my tables, models adnmaps do NOT exist in this mode...
E:\Program Files\FreeSpace2\fs2_Open.exe -MOD ROBOTECH
so for NOW I am better off making it directly a data folder and not a mod folder otherwise the mod won't run... I'll just have to figure something else out instead of custom apperance for secondaries (Grumbles)...
I'm gonna read the Wikki again...
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you folder structure should be
fs2 native data
[fs2path]\data\*
robotech
[fs2path]\robotech\data\*
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That sounds like what I just described??? (No Offence)
FS2 scp or normal - whatever...
= FS2 FOLDER/Data/Maps
For the Robotech mod
= FS2 FOLDER/ROBOTECH/data/maps & everything...
Correct?
edit same error (mod directory cannot cantain spaces)
I even tried -MODROBOTECH...
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yes that filesystem is correct... should be "-mod robotech" (-mod MUST be lowercase)
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Originally posted by Kazan
yes that filesystem is correct... should be "-mod robotech" (-mod MUST be lowercase)
Kazan's right there. I just gave it a try and rather surprisingly using -MOD as a command line doesn't give you any warnings. FS2_Open just ignores it completely.
(Is there any reason for this cause I expected to get the unknown switch error for that one).
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I really don't care, I got things working again (lost the mod for a bit)... I'll just rename existing SECONDARIES. As of yet not a single ship has been affected... Or primaries either , though those maps are in the effects folder... WEIRD!!!
My new questions is I would like to recreate the ability to shoot down opposing missiles... I CAN fudge this by making missile into fast BOMBS right??? That way when we are opening up rapid fire with our battloids we can make all the volume of defensive fire cause the bombs/missiles to explode like in the anime series scenes?
Am I close to correct???
Plus to make things easier I can make a anti-missile missile so when you are targeting one of the approaching CLUSTERS, it will intercept it and explode and cause enough damage to set all the others in it's radius off... ;7
Am I like deluded or what? *Start's to hum Japanese version of macross*
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Like I said before, secondaries were made a specific exception when the ANI code went in. As for wave-detonating incoming ordinance, I don't think that is currently possible; regular blast waves don't set off bombs. I think EMP shockwaves do, but then you're adding an EMP blast to everything, which can get really annoying.
And I don't think the AI looks at intercepting missiles with secondaries anyway.
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I know nothing of coding so you have to "kick it down a notch"
So are you saying that maybe putting a copy of secondary maps into the Ani's folder might help?
Anyway, I got the part about not being able to shoot down a bomb(missile) with a missile NORMALLY how about with a primary? Is that part still valid?
As for the second part (I just never give up), how about making a cluster missile that fires fighters 1 sec into it's existence (missile sized)... The Fighter is scripted (in table possibly?) to exploded within x meters of the target. These are rare missiles and not every enemy unit has them. They player either nulifies these threats or takes a pounding!
I realise that part may be next to impossible as I had to fiddle with some waypoints and time delays to get Khyron to Ram SDF-1 properly andhave them explode in time with voice cues so please forgive me for reaching too far. It's just that those combat properties for secondaries are a VERY important part of this kind of mod's flavor...
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No, secondary maps have to be in the "maps" folder, where all model textures should go. The missile pof's should be in models. That's not saying it's what is causing your problem, but it's certainly possible. The rest was explaining why, so feel free to ignore it.
The missile spawning fighter thing is possible, if by fighter you mean additional missiles with a small fighter pof attached as the missile and the "bomb" flag set to be able to take it down. Or you could use a swarm missile launch that just spits out x number of missiles.
Actually, nix that. If you do set everything with the bomb flag, I'm pretty sure that missiles will not be fired at fighters. That may have been changed, but I'm just not sure.