Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SFN-Darkwarrior on August 25, 2004, 10:28:16 am
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I yesterday installed the SC 3.6 and from the beginning on, the game crashed. It told me, it has problems with the ships and weapons tables. So I used the 3.6 SC with the default tables.
The lightning and all is fine, but whatever I do, it doesn't work with true color or anything else higher 256 colors pictures.
Whenever I integrate into the weapons table an ANI File like the Kayser_Impact, it crashes. If I integrate a TrueColor Nebula, FRED kills the pulldown menu in the background area.
I'm a little bit confused, everything runs, but FS2 hates everything with more than 256 colors.
I didn't found an entry in the FAQ which could help me, so I put it into the forum. If I understand the thing properly, the new SC should support 32bit pics, shouldn't it?
Or did I anything wrong?:confused:
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It won't support truecolour PCX. Only True colour JPG, TGA and DDS.
Have you turned on the truecolour support from the launcher?
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Yes, truecolor support is activated like all the other flags.
Ok, next time I'll use JPG, but what about the ANI Files I downloaded? Why don't they work?
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Trying to use them at the wrong location?
Not EVERY texture can be replaced by an ANI and work. If you use an ANI for a beam texture, for example, you crash up the game.
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Yes, I know that. But the problem is e.g. I use the given weapons and ships tables from the SC and they don't work!
If I use the Kayer_Impact.ani for the impact explosion of the Kayser (written in the weapons.tbl) it crashes!
I really don't know what to do...
Sorry for all the trouble and the questions ... :-/
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Originally posted by SFN-Darkwarrior
Yes, I know that. But the problem is e.g. I use the given weapons and ships tables from the SC and they don't work!
If I use the Kayer_Impact.ani for the impact explosion of the Kayser (written in the weapons.tbl) it crashes!
I really don't know what to do...
Sorry for all the trouble and the questions ... :-/
I think the impact explosions need to be defined in (IIRC) explosions.tbl (or something similar, maybe weapons_exp)
Basically, there's a table which defines the explosion anis that can be added - you need to add to that any explosions which you want to reference in the other tbls.
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I'm not expert on tables but I believe you have to edit the weapons_expl.tbl for impact effects to work.
Take a look at the tables in the mv_effects_c.vp media.vp for more details.