Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Titan on October 07, 2007, 04:13:45 pm

Title: HOw do you put together a mod?
Post by: Titan on October 07, 2007, 04:13:45 pm
ok, i got a bunch of ships from hades. how do i put them together so i can fred them?
Title: Re: HOw do you put together a mod?
Post by: Mobius on October 07, 2007, 04:15:00 pm
Create a VP with the models you want to use and their table entries.

Check The FAQTM for more info :)
Title: Re: HOw do you put together a mod?
Post by: Wanderer on October 07, 2007, 04:28:44 pm
Create VP file? What for? To complicate modding?
Title: Re: HOw do you put together a mod?
Post by: Titan on October 07, 2007, 05:39:51 pm
FAQ?  :wtf:
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 07, 2007, 06:30:04 pm
Make a mod folder which contains data folder and it's subdirs. Put the mod stuff in the data subdirectories and activate the mod folder from Launcher... and when you're FREDding missions with them, make an icon for FRED, go to it's properties and add -mod ModDirectory to the command line.

While you're testing and building stuff up, don't bother making a VP file like Wanderer said, you'll just have to edit it's contents again and again and again and it's easier to do that with Windows exploder... Just at the end when you have fixed all the mistakes you made, you might want to create a VP package of the mod folder's data directory... if your mod has a lot of stuff, that is. For some small single ship mod it's sometimes easier for both you and users to just pack the model, maps, missions and possibly effects into a zip, rar or 7z file (archive of your choice), though.
Title: Re: HOw do you put together a mod?
Post by: Polpolion on October 07, 2007, 06:58:34 pm
Mobius said make a VP based on the assumption that you're done and not going to do anymore editing. Once you are done, VPs are probably the most efficient solution, that is if you're doing something that involves more than a ship and a couple of FRED missions.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 06:14:33 am
and if you're doing about 6 ships and 3 fred missions?

(the ships are: GTF claymore, GTF Donar, GTGs Antwerpen, GTB Peregine, EAF Leathe, Barracuda, Gas miner)
Title: Re: HOw do you put together a mod?
Post by: colecampbell666 on October 08, 2007, 09:28:01 am
The Antwerpen? Man! That thing is butt-ugly! Are you going to have a mech battle with that as a pistol?
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 10:22:07 am
JUST TELL ME HOW TO USE THEM!!!!!!!!!!!!!
(and its only gonna appear in one episode, the demo, as a police/ space version of coast guard cruiser)
Title: Re: HOw do you put together a mod?
Post by: colecampbell666 on October 08, 2007, 10:34:13 am
Download VPMage, and the rest will have to be from someone else, as I don't know how to use it. It is in the "Tools" section of Turey's.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 10:40:04 am
I ALREADY HAVE VP MAGE!!!!!!!!!! GAHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! WHY WONT YOU READ MY MIND AND KNOW EXACTLY WHAT I NEED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :hopping: :hopping: :hopping: :mad: :mad: :mad:  :mad2: :mad2: :mad2:  :snipe: :snipe: :snipe:  :headz: :headz: :headz:  :beamz: :beamz: :beamz:
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 10:44:00 am
wait a sec..... why dont i just look at like the INFA vp?  :snipe: aw crud
Title: Re: HOw do you put together a mod?
Post by: colecampbell666 on October 08, 2007, 10:47:31 am
Someone's pissy. :p
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 10:48:52 am
ok, it looks exactly like what i did. why isn't it workin?
Title: Re: HOw do you put together a mod?
Post by: Jeff Vader on October 08, 2007, 10:51:07 am
I ALREADY HAVE VP MAGE*too many exclamation marks* GAHHHHHHHHHH*too many exclamation marks* WHY WONT YOU READ MY MIND AND KNOW EXACTLY WHAT I NEED*too many exclamation marks*  *too many smilies*
Calm down, learn patience and be clear. Making a post with all capital letters, dozens of exclamation marks and too many smilies is the worst way to try and get an answer. Express your thoughts in a calm, clear and simple manner and maybe we'll understand what's wrong with you.

Also, please edit that post. It's making my eyes burn.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 10:55:30 am
sorry.

ok, i unrarred all the ships (BHBC Blade, Claymore, Donar, Antwerpen, peregine, Herc Mk3, lots of others.)
but i dont know how to put all those different files into a vp and make it work in game. plz help. i beg of you
Title: Re: HOw do you put together a mod?
Post by: colecampbell666 on October 08, 2007, 10:58:24 am
You need to create subfolders, much like your FS2 directory. Inside the VP, put your files in different folders. Ships go in models, textures go in maps, tables go in tables, and so on. Like you said, look at an existing VP on where the rest of the files go.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 11:00:02 am
that didn't work for me.

EDIT: oh ya, and i do have a data>cache folder, and in the mod folder the mod.ini and the settings.ini, which i copied from FSport and changed a lil.
Title: Re: HOw do you put together a mod?
Post by: colecampbell666 on October 08, 2007, 11:04:16 am
The mod.ini doesn't go inside of the VP, in case you didn't know.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 11:04:45 am
i didn't put it in there.
Title: Re: HOw do you put together a mod?
Post by: colecampbell666 on October 08, 2007, 11:08:06 am
Kk. What else do you need help with?
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 11:14:22 am
ok, i put the GTF donar pof in models, put a ships table (i set donar as the default player ship, added the engine trails from INFA, and then put in the entry in for it and the claymor,e which i cant seem to find the textures too, wilkl have that fixed soon) and put the donar textures in the maps folder of the vp, started up fred, and guess what: nothing happend
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 08, 2007, 11:15:48 am
and if you're doing about 6 ships and 3 fred missions?

(the ships are: GTF claymore, GTF Donar, GTGs Antwerpen, GTB Peregine, EAF Leathe, Barracuda, Gas miner)


Code: [Select]
..\FreeSpace2\
 Mod\
 |_data\
 |  |
 |  |_maps\
 |  |  |_<textures for the ships and skyboxes - *.tga, *.dds>
 |  |
 |  |_missions\
 |  |  |_<mission (and campaign) files - *.fs2, *.fc2>
 |  |
 |  |_models\
 |  |  |_<model files of the ships you want to include... as well as the cached model files - *.pof>
 |  |
 |  |_cache\
 |  |  |_<cached versions of the models - *.ibx>
 |  |
 |  |_tables\
 |  |  |_<all the table files, use modular tables preferably - *.tbm, *.tbl>
 |  |
 |  |_effects\
 |  |  |_<all the effects you need - explosions, shockwaves, weapon effects, beam textures, nav lights, background images... - *.tga, *.dds>
 |  |
 |  |_<all other subdirectories you might need - for what you described, the mentioned should suffice, though>\
 |
 |_mod.ini (not strictly necessary, but if you want to include it, if goes directly into the mod folder, not data or any subdirectory)
 |
 |_modlogo.bmp (not necessary either, but this image can be shown in the launcher if the mod.ini is configured to show one)


Any help?
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 11:19:31 am
whats a modular table?
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 08, 2007, 11:23:10 am
It's pretty much the same as normal table but instead of replacing/overriding the whole previous table, modular tables can be used to alter or add a few relevant entries in another table.

Hard Light Wiki is your friend! (http://www.hard-light.net/wiki/index.php/Modular_Tables) :p
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 11:27:44 am
................. this isn't working!
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 08, 2007, 11:58:56 am
(http://blogs.starwars.com/static/img/image-selector/full/original-trilogy/episode-v/15.jpg)
Master Yoda is not impressed with your display of patience.

What, exactly, is not working?

Start easy. Put the missions in ..\FreeSpace2\ModFolder\data\missions\, activate the mod either via Mod tab or by adding -mod ModFolder (if you wanna use mediaVP's too, the cmdline option would be -mod ModFolder,mediavps) to the custom command line, and then go to the tech room mission simulator and see if the missions are there. If they are visible, then you know you have the mod folder activated for sure.

Then start adding things. Create a ..\FreeSpace2\ModFolder\data\tables\ directory and create a file called Titanmod-shp.tbm, which will work as a modular ships table, which adds your ships to whatever other ships you are using

Then paste one of the ship entries into the table. Pay attention to the syntax or it'll give table errors. Use the HLWiki article about tables as reference.

Then, add the appropriate ship model and it's maps to ..\ModFolder\data\models and ..\maps respectively.

Now, start up the game. Assuming you don't meet table errors that prevent you from doing anything at all, go to either tech room or F3, and look if the model has appeared to the list of ships. Assuming it is in the list, try selecting it. If the model is correctly tabled and table entry refers to existing model, it should appear on the screen.

If it doesn't, don't start whining, instead check file names and table entry for errors (although it should give table errors anyway if you're using erroneous notation and stuff).
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 12:24:31 pm
i cant fred without the ships working... maybe i should try the corsair first? it already has a table and stuff. and im only using the elysium; other then that, its all mod ships.
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 08, 2007, 12:28:22 pm
Make it so.
Title: Re: HOw do you put together a mod?
Post by: Wanderer on October 08, 2007, 12:35:00 pm
:wtf:

Why does there seem to be always masses of 'helpers' shouting at newbies 'PUT IT TO VP FILE'... VP file is no magical 'fix-it-all' you have to get everything to work without VP files before you should even start considering the use of VP files. You should start thinking of vp files only after you have done the modding and all the related mission editing is done, and not a single moment sooner.

Have you added the -mod ModFolder to the FRED's command line?

Are you certain you aren't exceeding the current limits for the ships?
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 12:38:11 pm
whats the limit, and yes, i have the fred commandline worked out. heres the table, im only doing 3 ships to start out, to see if this works.

Code: [Select]
#Default Player Ship
$Name: GTF Donar
#End
#Engine Wash Info

$Name: Default
$Angle: 10.0
$Radius Mult: 1.2
$Length: 400
$Intensity: 1.0

$Name: Default100
$Angle: 12.0
$Radius Mult: 1.2
$Length: 100
$Intensity: 1.0

$Name: Default150
$Angle: 10.0
$Radius Mult: 1.2
$Length: 150
$Intensity: 1.0

$Name: Default200
$Angle: 10.0
$Radius Mult: 1.2
$Length: 200
$Intensity: 1.0

$Name: Default300
$Angle: 8.0
$Radius Mult: 1.2
$Length: 300
$Intensity: 1.0

$Name: Default500
$Angle: 7.0
$Radius Mult: 1.2
$Length: 500
$Intensity: 1.0

$Name: Default700
$Angle: 7.0
$Radius Mult: 1.2
$Length: 700
$Intensity: 1.0

$Name: Default800
$Angle: 6.0
$Radius Mult: 1.2
$Length: 800
$Intensity: 1.0

$Name: Default900
$Angle: 6.0
$Radius Mult: 1.2
$Length: 900
$Intensity: 1.0

$Name: Default1000
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1000
$Intensity: 1.0

$Name: Default1100
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1100
$Intensity: 1.0

$Name: Default1500
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1500
$Intensity: 1.0

#End

#Ship Classes

$Name: GTF Donar

$Short name: fighterR-3t

$Species: Terran

+Type: XSTR("Advanced Space Superiority", 2987)

+Maneuverability: XSTR("Average", 2988)

+Armor: XSTR("Average", 2989)

+Manufacturer: XSTR("Santiago-Fetter", 2990)

+Description: XSTR(" ", 2991)

$end_multi_text

+Tech Description:

XSTR("Upon reopening the Sol node, RNI systems remerged with their

long-lost Sol division, creating the new Aerodyne corporation. The

Donar was the first combat fighter to result from the merger, designed

as a Terran alternative to the lighter armed Heset class. Nicknamed

the 'Thunderbug' by it's pilots, the Donar is the modern day successor

to the Hercules and Erinyes line of fighters.", 2992)

$end_multi_text

+Length: 16 m

+Gun Mounts: 8

+Missile Banks: 3

$POF file: fighterR-3t.pof

$Detail distance: (0, 180, 300, 1100)

$Show damage: YES

$Density: 1

$Damp: 0.2

$Rotdamp: 0.32

$Max Velocity: 0.0, 0.0, 80.0

$Rotation time: 3.0, 3.0, 6

$Rear Velocity: 0.0

$Forward accel: 2.0

$Forward decel: 3.25

$Slide accel: 0.0

$Slide decel: 0.0

$Expl inner rad: 35.0

$Expl outer rad: 75.0

$Expl damage: 25.0

$Expl blast: 1000.0

$Expl Propagates: NO

$Shockwave Speed: 0.0

$Allowed PBanks: ( "Subach HL-7" "Subach HL-9" "Akheton SDG" "Morning

Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )

$Allowed Dogfight PBanks: ( "Lamprey" "Prometheus D" "MorningStar D"

"Circe" )

$Default PBanks: ( "Prometheus R" "Subach HL-7" )

$Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet"

"Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" )

$Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" )

$Default SBanks: ( "Rockeye" "Tornado" "Tempest" )

$SBank Capacity: ( 20, 20, 40 )

$Shields: 400

$Shield Color: 100 100 255

$Power Output: 2.25

$Max Oclk Speed: 120.0

$Max Weapon Eng: 170.0

$Hitpoints: 285

$Flags: ( "player_ship" "fighter" "in tech database")

$AI Class: Captain

$Afterburner: YES

    +Aburn Max Vel: 20.0, 20.0, 135.0

    +Aburn For accel: 0.8

    +Aburn Fuel: 350.0

    +Aburn Burn Rate: 60.0

    +Aburn Rec Rate: 35.0

$Countermeasures: 36

$Scan time: 2000

$EngineSnd: 126

$Closeup_pos: 0.0, 0.0, -30

$Closeup_zoom: 0.5

$Shield_icon: shieldft-05

$Ship_icon: iconfighter2t-05

$Ship_anim: ssfighter2t-05

$Ship_overhead: loadfighter2t-05

$Score: 10

$Trail:

    +Offset: 12.75 -3.25 -2

    +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: -12.75 -3.25 -2

    +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: 3.25 5.8 -6.5

    +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: -3.25 5.8 -6.5

    +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: sensors, 10, 0.0

$Subsystem: communications, 10, 0.0

$Subsystem: weapons, 10, 0.0

$Subsystem: navigation, 10, 0.0

$Subsystem: engine01, 15, 0.0

$Subsystem: engine02, 15, 0.0

$Subsystem: engine03, 10, 0.0


$Name: GTF Claymore

$Short name: Claymore

$Species: Terran

+Type: XSTR("Recon/Interceptor", 2969)

+Maneuverability: XSTR("Excellent", 2970)

+Armor: XSTR("Light", 2971)

+Manufacturer: XSTR("Hans-Ronald Corp", 2972)

+Description: XSTR(" ", 2973)

$end_multi_text

+Tech Description:

XSTR("The GTF Claymore was designed to replace the Loki scout fighter,

but has found a wide variety of regional uses in the GTVA. First

introduced shortly after the destruction of Capella five years ago,

the Claymore has established itself as a pilots' favorite. Cheap to

mass-produce, versatile and very agile, the Claymore can be found in

all corners of the Allied fleet and is also used by several local

police forces and private security firms. The Claymore's 'big

brother,' the Claymore Mark II, has recently been introduced to

continue the line.", 2974)

$end_multi_text

+Length: 19 m

+Gun Mounts: 3

+Missile Banks: 1

$POF file: claymore.pof

$Detail distance: (0, 180, 300, 1100)

$ND: 255 0 0;;red side lights

$Show damage: YES

$Density: 1

$Damp: 0.2

$Rotdamp: 0.3

$Max Velocity: 0.0, 0.0, 105.0

$Rotation time: 1.8, 1.8, 1.4

$Rear Velocity: 0.0

$Forward accel: 2.5

$Forward decel: 1.5

$Slide accel: 0.0

$Slide decel: 0.0

$Expl inner rad: 25.0

$Expl outer rad: 75.0

$Expl damage: 25.0

$Expl blast: 1000.0

$Expl Propagates: NO

$Shockwave Speed: 0.0

$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star"

"Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Maxim")

$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Circe" )

$Default PBanks: ( "Prometheus S" "Prometheus S" )

$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet"

"Tornado" "Hornet#Weak" "EMP Adv." )

$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )

$Default SBanks: ( "Harpoon" )

$SBank Capacity: ( 40 )

$Shields: 600

$Shield Color: 100 100 255

$Power Output: 2.5

$Max Oclk Speed: 95.0

$Max Weapon Eng: 150.0

$Hitpoints: 290

$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech

database")

$AI Class: Major

$Afterburner: YES

    +Aburn Max Vel: 0.0, 0.0, 170.0

    +Aburn For accel: 0.7

    +Aburn Fuel: 300.0

    +Aburn Burn Rate: 100.0

    +Aburn Rec Rate: 45.0

$Countermeasures: 40

$Scan time: 2000

$EngineSnd: 126

$Closeup_pos: 0.0, 0.0, -25

$Closeup_zoom: 0.5

$Shield_icon: shieldClaymore

$Ship_icon: iconClaymore

$Ship_anim: techClaymore

$Ship_overhead: loadClaymore

$Score: 10

$Trail:

    +Offset: 0 2.18 -3.2

    +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: 0 -2.18 -3.2

    +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: sensors, 10, 0.0

$Subsystem: communications, 10, 0.0

$Subsystem: weapons, 10, 0.0

$Subsystem: navigation, 10, 0.0

$Subsystem: engine, 35, 0.0


$Name: GTF Hercules Mark III

$Short name: TFight22

$Species: Terran

+Type: XSTR("Heavy Assault", 2951)

+Maneuverability: XSTR("Average", 2952)

+Armor: XSTR("Heavy", 2953)

+Manufacturer: XSTR("RNI Systems", 2954)

+Description: XSTR(" ", 2955)

$end_multi_text

+Tech Description:

;XSTR("The GTF Hercules Mark III.", 2956)

XSTR("Hercules Mk.III is a new heavy assault fighter. Some Herc2

pilots point to weakness about its primary firepower. To solve this,

Herc3 has 8 primary gunmounts and high-powered engine provides

sufficient energy to these guns.

This power also increased topspeed and afterburner power. However,

this causes decreasing missile capacity.", 2956)

$end_multi_text

+Length: 22 m

+Gun Mounts: 8

+Missile Banks: 2

$POF file: HERC3.pof

$Detail distance: (0, 180, 300, 1100)

$Show damage: YES

$Density: 1

$Damp: 0.25

$Rotdamp: 0.4

$Max Velocity: 0.0, 0.0, 60.0 ;; in x/y/z -- z only specified forward.

use special tokens for backward movement

$Rotation time: 3.8, 4.2, 3.8

$Rear Velocity: 0.0

$Forward accel: 3.6

$Forward decel: 1.3

$Slide accel: 0.0

$Slide decel: 0.0

$Expl inner rad: 25.0

$Expl outer rad: 75.0

$Expl damage: 25.0

$Expl blast: 1000.0

$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the

explosion propagates through it.

$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no

shockwave

$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star"

"Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim"

)

$Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Lamprey"

"Circe" )

$Default PBanks: ( "Subach HL-7" "Prometheus R" )

$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Infyrno"

"Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" )

$Allowed Dogfight SBanks: ( "Harpoon D" "Infyrno D" "Tornado D"

"Piranha" )

$Default SBanks: ( "Harpoon" "Hornet" )

;$SBank Capacity: ( 80, 100 )

$SBank Capacity: ( 64, 80 )

$Shields: 610

$Shield Color: 100 100 255

;$Power Output: 3.0

$Power Output: 5.0

$Max Oclk Speed: 70.0

;$Max Oclk Speed: 65.0

$Max Weapon Eng: 180.0

$Hitpoints: 275

$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech

database" )

$AI Class: Captain

$Afterburner: YES

    +Aburn Max Vel: 0.0, 0.0, 130.0

    +Aburn For accel: 0.75

    +Aburn Fuel: 420.0

    +Aburn Burn Rate: 55.0

    +Aburn Rec Rate: 29.0

$Countermeasures: 25

$Scan time: 2000

$EngineSnd: 126 ;; Engine sound of ship

$Closeup_pos: 0.0, 0.0, -30

$Closeup_zoom: 0.5

$Shield_icon: shieldHERC3

$Ship_icon: iconHERC3

$Ship_anim: ssHERC3

$Ship_overhead: loadHERC3

$Score: 12

$Trail:

    +Offset: 6.05 4.62 -7.5

    +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: -6.05 4.62 -7.5

    +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: 6.05 -4.62 -7.5

    +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: -6.05 -4.62 -7.5

    +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: 0 -6.8 -5.5

    +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: sensors, 10,0.0

$Subsystem: communications, 10,0.0

$Subsystem: weapons, 10,0.0

$Subsystem: navigation, 10,0.0

$Subsystem: engine, 35,0.0
Title: Re: HOw do you put together a mod?
Post by: Wanderer on October 08, 2007, 12:46:51 pm
Use <code> tags just put '[' and ']' instead of '<' and '>'... Then... Is that the full ships.tbl?
Title: Re: HOw do you put together a mod?
Post by: Nuke on October 08, 2007, 12:48:13 pm
you dont need to put a mod together it just sorta piles up on its own :D
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 12:55:46 pm
didn't work
Title: Re: HOw do you put together a mod?
Post by: Wanderer on October 08, 2007, 01:08:34 pm
In forums when posting such massive bits of info...

Well... If that is the full ships.tbl it lacks certain entries like '#End' for the ship classes section as well as the preferred player ship
Title: Re: HOw do you put together a mod?
Post by: karajorma on October 08, 2007, 01:14:46 pm
:wtf:

Why does there seem to be always masses of 'helpers' shouting at newbies 'PUT IT TO VP FILE'... VP file is no magical 'fix-it-all' you have to get everything to work without VP files before you should even start considering the use of VP files. You should start thinking of vp files only after you have done the modding and all the related mission editing is done, and not a single moment sooner.

Yep. On top of that if someone is unable to get their mod to work using moddir\Data subfolders then using a VP file won't help them in the slightest. Whatever they're doing wrong with a moddir will continue to be wrong and in addition now we've also got the problems associated with incorrectly making a VP file to boot. Without being able to fall back to the moddir to figure out why.

Which all in all makes advising someone to make a VP file right at the start of a mod go from simply being an unnecessary first step and a pain in the arse in further work on the mod to actually being a large obstacle that causes multi page discussions like this one over something that didn't need to be done in the first place.

Titan, you do NOT need to make a VP. You should channel your efforts into getting the files to work in a Moddir folder like \Freespace2\Titan'sMod\Data
Title: Re: HOw do you put together a mod?
Post by: colecampbell666 on October 08, 2007, 02:07:11 pm
I told him because he asked.
Title: Re: HOw do you put together a mod?
Post by: Getter Robo G on October 08, 2007, 02:13:00 pm
Mobius's reply totally derailed you...

Wanderer explained it more eloquently than I would have that you need to ignore the VP route for now (consider it a advanced task when you can't master a basic funcion yet). You need to get your mod(s) working first.

Herra's post (#5) was what you needed, but again he should have not mentioned vp's at all and said you need to have all you folders in your mod folder.

I'm one of the most unskilled people on this forum and if I can do it it don't look good on others.  :drevil:

Listen up we are only going to ride this train once:

This is you main FS2 Directory: Notice I got lots of mods, most stock or released, and a few I am actually working on :D

We will call your mod Titan for now, but for this example pretend it is TEST (see it below?)

(http://i22.photobucket.com/albums/b321/Star-Dragon/modding%20FS2/maindir.jpg)


Ok so you click on your MOD folder Titan you should see:
A folder called data
A pic [if you made one] (BMP 255x112)
a mod ini file if you mad eone (copy it from another mod and alter it)
The others came from NUke mod, I haven't messed with them yet, but they are not needed normally.

(http://i22.photobucket.com/albums/b321/Star-Dragon/modding%20FS2/moddir.jpg)


Clicking on data shows you the folders you should have: Fairly obvious

(http://i22.photobucket.com/albums/b321/Star-Dragon/modding%20FS2/moddata.jpg)

Maps in map folder (8bit pcx for us old timers) :D (Or dds jpg, tga for you youngins), models in models etc.. So click on tables...

(http://i22.photobucket.com/albums/b321/Star-Dragon/modding%20FS2/modtables.jpg)

You only need concern yourself with the original SHIPS and or weapons tables (if you change any weapons)
There is a ship limit to FS2 so if you go over (120?) edit out the existing ones will you do not exceed that number anymore. Get rid of ships you KNOW you won't need in the campaign.

find an entry you like that has the right stats and simply change the name of the .pof used and name of the entry at the top, or add a custom table in (copy/paste) in right spot.

How do you edit a ship table? Like this... When you are DONE only hit SAVE do NOT use SAVE AS!!!!!! This is very important as it will turn it into a .txt file if you do that. Hitting SAVE only keeps it a .tbl file (trust me).

(http://i22.photobucket.com/albums/b321/Star-Dragon/modding%20FS2/tableediting.jpg)


After you've done all that only then are you ready for BUG testing of your campaign and then when everything is finalized (missions, voice acting, Effects, etc) you go for the you know whats......... The VP's...

If you do things right you start the lancher, hit MOD button and find your folder click it and see this after adding a pic and editing your copied ini file:
(http://i22.photobucket.com/albums/b321/Star-Dragon/modding%20FS2/modlauncher.jpg)


That's it finished...

Kara or someone else can cover anything I missed, but that's the noob tutorial of basic modding - With Pictures!. (WHEW!)
[Is anyone shocked?]  :lol:
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 02:39:45 pm
yes  :D

ill try it out. wait- what did you say?
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 02:59:44 pm
ok, i put it together like you said, and when i start fred, i get:


the instruction at "0x005f8d0b" referenced memory at "0x73656964". the memory could not be "read".

click on ok to terminate the program
click on cancel to debug the program


what?
Title: Re: HOw do you put together a mod?
Post by: Wanderer on October 08, 2007, 03:20:38 pm
Somewhere the is a bug.. (not that surprising)

First suggestion for a modder would be 'run debug' and then sort out the problems the debug build reports to you.

Also make sure your ships.tbl has the following lines in the end.
Code: [Select]
#End

$Player Ship Precedence: (
   "GTF Donar"
)
Title: Re: HOw do you put together a mod?
Post by: Titan on October 08, 2007, 04:19:47 pm
ok
Title: Re: HOw do you put together a mod?
Post by: Getter Robo G on October 08, 2007, 05:43:13 pm
I forgot to mention, set it up and then run it FIRST before making any changes!

That way you know you got it right cause nothing will actually be changed but you know it's correct cause it runs as if normal SCP FS2...

Once you actually start adding in ships or (whatever), you do things ONE AT A TIME and run it every time. That's how you find and eliminate errors. I remember I had added 20 ships once back in the day and forgot to error check religiously and had to strip them all out again. Try it with 300! (this was before when you could play with the limit [DTP3.1] but risk getting all wonky!)

It's tedious, boring and takes forever, but its the only way to do it IF you are not 100% sure what you are putting in is error free already (be it a model, a table, etc...)
Title: Re: HOw do you put together a mod?
Post by: Titan on October 09, 2007, 06:59:13 am
why cant i just take like, say, mediavps, copy it, and just use modular tables and such?
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 09, 2007, 09:37:13 am
What? Sure you can use an existing, working mod as a reference on how things are done, but I don't really get what you're suggesting... :nervous:
Title: Re: HOw do you put together a mod?
Post by: Titan on October 09, 2007, 12:06:14 pm
like just use all the files and stuff, but add, in the folders, the models and stuff. so theres already fully working ships and weapons tables.
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 09, 2007, 12:09:47 pm
Because it's generally better to keep the mods separate from each other. They are easier to manage and keep in order that way.

Other reason is that you essentially achieve exactly the same results with multimod command line. If you put the stuff in ../Freespace2/mediavps/data/<subdirs> and use -mediavps command line, it's the same as putting the new stuff in ../Freespace2/ModName/data/<subdirs> and using -mod ModName,mediavps command line option.
Title: Re: HOw do you put together a mod?
Post by: Getter Robo G on October 09, 2007, 03:19:18 pm
why cant i just take like, say, mediavps, copy it, and just use modular tables and such?

You CAN, Keep in mind media VP's and modular tables are two different things. I merely was showing you the basic ground up process for a noob to give you a better understanding of how things work. I understand your needs are not as far reaching as some other people, but I thought you (or others) would still benefit from that info.

I believe what you need to know is covered by the FS2 WIKI... (FYI when I look for things though I STILL ASK for clarification cause it often references terms or processes I don't understand instead of posting EXAMPLES like I prefer..."

Not very productive when the source you go to for answers leaves you asking MORE questions. :D
Title: Re: HOw do you put together a mod?!?! (for petes sake people, its not that hard)
Post by: Titan on October 09, 2007, 04:42:32 pm
agreed, no matter how many times i read the wiki, it still tries to kill me. cant someone post an in depth (with pics) guide that tells me (and other n00bs) exactly what to do, includin how to make table, and that junk. and what do you do with, say, the holler bomber. it comes in a vp, and i dunno how to use it. and if you could just tell me what to do with the ships im actually USING (myrmidon, GTF Donar, elysium, GTT corsair, blade cruiser, GTB Peregine, GTWc Gryphon, EAF Leathe, Barracuda pirate ship, GTB Atlas, Mining ship.) that would be great.
oh wait- please?
Title: Re: HOw do you put together a mod?
Post by: Dark Hunter on October 09, 2007, 10:26:26 pm
Alright, each ship comes with, at a minimum, a model (.pof), some textures (.pcx/.dds), and a table (.tbl). The models should go into a mod's data/models folder, the textures to the data/maps folder, and the table should be copied into a new text file called <name of mod>-shp.tbm and that file should go to data/tables. The .tbm file should contain table data for all ships in the mod.

If custom weapons are included, any weapons.tbl data should go to a similar file called <name of mod>-wep.tbm and placed in the data/tables folder.

When loading this mod, all new ships should then be useable by FRED and, therefore, new missions.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 10, 2007, 06:54:13 am
but i dont know how to write tables, and, as i've said previously, the wiki doesn't help and existing tables dont do anything for me either.
Title: Re: HOw do you put together a mod?
Post by: Wanderer on October 10, 2007, 07:14:36 am
Some of the FSwiki's table related pages. At the end of the second of these pages you can see a full example of ships.tbl consisting of only single ship.
http://www.hard-light.net/wiki/index.php/Tables
http://www.hard-light.net/wiki/index.php/Ships.tbl

So you can see from that example and also from the ships.tbl in the root_fs2.vp how the tables are setup. Then... just stick to standard editors like notepad, notepad++, araneae, crimson edit text editors and do not use wordpad or word for editing the files. Also make sure the you have the 'hide known file extensions' turned of in the windows at least for the directory where the files actually are. Just to avoid the annoying habit of windows to add '.txt' after file extensions.

What you probably should do...
(i) Place all the textures and models file you intend to use into proper directories (in the mod directory).
(ii) Use VPView (or similar program) to extract the ships.tbl to the data\tables directory
(iii) Open the ships.tbl with editor and remove all the entries you do not intend to use. Mainly.. if you dont intend to use them there is no reason to keep the files there. Also with as many ships as you described you are likely to have more than 130 ships in total.
(iv) Copy the ship table entries and place them into the ships.tbl into the section which begins with #Ship Classes and ends to #End
(v) Make sure the 'default player ship' is actually one defined in the ships.tbl and also that the list at the end of table contains only ship classes that are (a) included to the table, (b) player flyable.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 10, 2007, 12:01:11 pm
okee-dokee, ill try it. i think this is what i need, if not, im gonna sue the SCP team for my pain and suffering.  :drevil:
Title: Re: HOw do you put together a mod?
Post by: Titan on October 10, 2007, 01:30:07 pm
nevermind
Title: Re: HOw do you put together a mod?
Post by: Titan on October 10, 2007, 03:11:21 pm
ok, now im having problems: first with the Donar (dragon V) whenever i open fred, and try and add it, fred closes.
and with the corsair (btw oddgrim, you have to add the colons, i spent 15 minutes figurin out what needed on and what didn't) when i open fred, and try and add one, i get
Code: [Select]

the instruction at "0x005f8d0b" referenced memory at "0x73656964". the memory could not be "read".

click on ok to terminate the program
click on cancel to debug the program

[endcode]
HATE THAT.

anyways, i have both the corsiar shine dds and corsiar dds in maps, the models in model, and the table, well, in HERE. (the Donar is more important, i can go without the corsair, but not the donar.
[code]
#Default Player Ship
$Name: TMF Dragon III
#End
#Engine Wash Info

;; NOTE: The default MUST be the first entry in the list of engine wash info

$Name: Default
$Angle: 10.0
$Radius Mult: 1.2
$Length: 400
$Intensity: 1.0

$Name: Default100
$Angle: 12.0
$Radius Mult: 1.2
$Length: 100
$Intensity: 1.0

$Name: Default150
$Angle: 10.0
$Radius Mult: 1.2
$Length: 150
$Intensity: 1.0

$Name: Default200
$Angle: 10.0
$Radius Mult: 1.2
$Length: 200
$Intensity: 1.0

$Name: Default300
$Angle: 8.0
$Radius Mult: 1.2
$Length: 300
$Intensity: 1.0

$Name: Default500
$Angle: 7.0
$Radius Mult: 1.2
$Length: 500
$Intensity: 1.0

$Name: Default700
$Angle: 7.0
$Radius Mult: 1.2
$Length: 700
$Intensity: 1.0

$Name: Default800
$Angle: 6.0
$Radius Mult: 1.2
$Length: 800
$Intensity: 1.0

$Name: Default900
$Angle: 6.0
$Radius Mult: 1.2
$Length: 900
$Intensity: 1.0

$Name: Default1000
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1000
$Intensity: 1.0

$Name: Default1100
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1100
$Intensity: 1.0

$Name: Default1500
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1500
$Intensity: 1.0




#End

#Ship Classes

;=====>> TERRANS <<=======
$Name: GTF Dragon III
$Short name: TFight
$Species: Terran
+Type: XSTR("Space Superiority", 2939)
+Maneuverability: XSTR("Excellent", 2940)
+Armor: XSTR("Light", 2941)
+Manufacturer: XSTR("Triton / Mekhu", 2942)
+Description: XSTR( " ", 2943)
$end_multi_text
+Tech Description:
XSTR("The old Dragon IIIs began showing their age long ago, and were slowly siphoned away in favor of the newer Dragon IV. However, many found their way onto the black market, and are favorite among pirate clans, mercenaries, and other undesirables.", 2944)
$end_multi_text
+Length: 16 m
+Gun Mounts: 4
+Missile Banks: 1
$POF file: fighter01.pof
$Detail distance: (0, 80, 300, 900)
; $ND: 42 42 244
$Show damage: YES
$Density: 1
$Damp: 0.1
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 70.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 3.0, 2.6, 5.0
$Rear Velocity: 0.0
$Forward accel: 2.0
$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: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )
$Default PBanks: ( "Subach HL-7" "Prometheus R" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 40 )
$Shields: 380
$Shield Color: 100 100 255
$Power Output: 2.0
$Max Oclk Speed: 94.0
$Max Weapon Eng: 80.0
$Hitpoints: 180
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
    +Aburn Max Vel: 0.0, 0.0, 150.0
    +Aburn For accel: 0.7
    +Aburn Fuel: 300.0
    +Aburn Burn Rate: 50.0
    +Aburn Rec Rate: 25.0
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -22
$Closeup_zoom: 0.5
$Shield_icon: shield-f01
$Ship_icon: iconfighter01
$Ship_anim: ssfighter01
$Ship_overhead: loadfighter01
$Score: 8
$Trail:
    +Offset: -7.75 -2.8 0.75
    +Start Width: 0.25
    +End Width: 0.05
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.0
    +Spew Time: 60
    +Bitmap: Contrail01
$Trail:
    +Offset: 7.75 -2.8 0.75
    +Start Width: 0.25
    +End Width: 0.05
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.0
    +Spew Time: 60
    +Bitmap: Contrail01
$Subsystem: communication, 10, 0
$Subsystem: navigation, 10, 0
$Subsystem: weapons, 20, 0
$Subsystem: sensors, 10, 0
$Subsystem: engines, 35, 0



$Name: GTF Dragon IV
$Short name: TFight2t-05
$Species: Terran
+Type: XSTR("Advanced Space Superiority", 2987)
+Maneuverability: XSTR("Average", 2988)
+Armor: XSTR("Average", 2989)
+Manufacturer: XSTR("RNI Systems", 2990)
+Description: XSTR(" ", 2991)
$end_multi_text
+Tech Description:
XSTR("RNI Systems' GTF Myrmidon replaces the Ulysses as the Alliance's primary space superiority fighter. The Myrmidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides space for three secondary weapon systems, a first for Terran-Vasudan fighters. This versatility enables Myrmidon squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In the Deneb system, the 53rd Hammerheads of the GTD Aquitaine have demonstrated the effectiveness of the Myrmidon against NTF forces.", 2992)
$end_multi_text
+Length: 16 m
+Gun Mounts: 6
+Missile Banks: 2
$POF file: fighter2t-05.pof
$Detail distance: (0, 180, 300, 1100)
$ND: 253 253 168
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 75.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 4.0, 3.7, 5
$Rear Velocity: 0.0
$Forward accel: 2.4
$Forward decel: 2.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )
$Allowed Dogfight PBanks: ( "Lamprey" "Prometheus D" "MorningStar D" "Circe" )
$Default PBanks: ( "Prometheus R" "Subach HL-7" )
$Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet" "Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" )
$Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "Rockeye" "Tornado" "Tempest" )
$SBank Capacity: ( 20, 20, 40 )
$Shields: 390
$Shield Color: 100 100 255
$Power Output: 2.4
$Max Oclk Speed: 95.0
$Max Weapon Eng: 150.0
$Hitpoints: 290
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
    +Aburn Max Vel: 0.0, 0.0, 135.0
    +Aburn For accel: 0.8
    +Aburn Fuel: 320.0
    +Aburn Burn Rate: 60.0
    +Aburn Rec Rate: 25.0
$Countermeasures: 36
$Scan time: 2000
$EngineSnd: 126 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shieldft-05
$Ship_icon: iconfighter2t-05
$Ship_anim: ssfighter2t-05
$Ship_overhead: loadfighter2t-05
$Score: 10
$Trail:
    +Offset: 0 -4.29 -.75
    +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: 8.11 -.81 -.47
    +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: -8.11 -.81 -.47
    +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: sensors, 10,0.0
$Subsystem: communications, 10,0.0
$Subsystem: weapons, 10,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: engine, 35,0.0

$Name: GTF Dragon V

$Short name: fighterR-3t

$Species: Terran

+Type: XSTR("Advanced Space Superiority", 2987)

+Maneuverability: XSTR("Average", 2988)

+Armor: XSTR("Average", 2989)

+Manufacturer: XSTR("Santiago-Fetter", 2990)

+Description: XSTR(" ", 2991)

$end_multi_text

+Tech Description:

XSTR("The new Dragon V class of superiority fighter is the newest ship in a line that started back in the Galactic Civil War, the Dragon I. Like its predeccesors, the line continues to be the pinnacle of TMF fighter development. With its high ranks for speed and manueverability,armor and loadout, it represents the fighter elite.", 2992)

$end_multi_text

+Length: 16 m

+Gun Mounts: 8

+Missile Banks: 3

$POF file: fighterR-3t.pof

$Detail distance: (0, 180, 300, 1100)

$Show damage: YES

$Density: 1

$Damp: 0.2

$Rotdamp: 0.32

$Max Velocity: 0.0, 0.0, 80.0

$Rotation time: 3.0, 3.0, 6

$Rear Velocity: 0.0

$Forward accel: 2.0

$Forward decel: 3.25

$Slide accel: 0.0

$Slide decel: 0.0

$Expl inner rad: 35.0

$Expl outer rad: 75.0

$Expl damage: 25.0

$Expl blast: 1000.0

$Expl Propagates: NO

$Shockwave Speed: 0.0

$Allowed PBanks: ( "Subach HL-7" "Subach HL-9" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )

$Allowed Dogfight PBanks: ( "Lamprey" "Prometheus D" "MorningStar D" "Circe" )

$Default PBanks: ( "Prometheus R" "Subach HL-7" )

$Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet" "Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" )

$Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" )

$Default SBanks: ( "Rockeye" "Tornado" "Tempest" )

$SBank Capacity: ( 20, 20, 40 )

$Shields: 400

$Shield Color: 100 100 255

$Power Output: 2.25

$Max Oclk Speed: 120.0

$Max Weapon Eng: 170.0

$Hitpoints: 285

$Flags: ( "player_ship" "fighter" "in tech database")

$AI Class: Captain

$Afterburner: YES

    +Aburn Max Vel: 20.0, 20.0, 135.0

    +Aburn For accel: 0.8

    +Aburn Fuel: 350.0

    +Aburn Burn Rate: 60.0

    +Aburn Rec Rate: 35.0

$Countermeasures: 36

$Scan time: 2000

$EngineSnd: 126

$Closeup_pos: 0.0, 0.0, -30

$Closeup_zoom: 0.5

$Shield_icon: shieldft-05

$Ship_icon: iconfighter2t-05

$Ship_anim: ssfighter2t-05

$Ship_overhead: loadfighter2t-05

$Score: 10

$Trail:

    +Offset: 12.75 -3.25 -2

    +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: -12.75 -3.25 -2

    +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: 3.25 5.8 -6.5

    +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: -3.25 5.8 -6.5

    +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: sensors, 10, 0.0

$Subsystem: communications, 10, 0.0

$Subsystem: weapons, 10, 0.0

$Subsystem: navigation, 10, 0.0

$Subsystem: engine01, 15, 0.0

$Subsystem: engine02, 15, 0.0

$Subsystem: engine03, 10, 0.0



$Name: GTT Corsair

$Short name: TTran

$Species: Terran

+Tech Description:

XSTR(The GTT Corsair is a heavy assualt troop transport, it's based on the obsolete GTT Elysium transport design chassis.

Redesigned with mutch heavyer armor , extra turrets and thrusters. And with it's optimized powergrid the GTT Corsair gields twice as mutch power output as the Elysium., 3060)

$end_multi_text



$POF file: GTT_Corsair.pof

$Detail distance: (0, 2000, 4000, 10000)

$Show damage: YES

$Density: 1

$Damp: 0.2

$Rotdamp: 0.6

$Max Velocity: 0.0, 0.0, 45.0

$Rotation time: 4.0, 7.0, 6.0

$Rear Velocity: 0.0

$Forward accel: 6.0

$Forward decel: 1.0

$Slide accel: 0.0

$Slide decel: 0.0

$Expl inner rad: 50.0

$Expl outer rad: 200.0

$Expl damage: 200.0

$Expl blast: 500.0

$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.

$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave

$Default PBanks: ()

$Default SBanks: ()

$SBank Capacity: ()

$Shields: 0

$Power Output: 16.0

$Max Oclk Speed: 55.0

$Max Weapon Eng: 0.0

$Hitpoints: 8500

$Flags: ( "transport" "in tech database")

$AI Class: Captain

$Afterburner: NO

$Countermeasures: 0

$Scan time: 2500

$EngineSnd: 128 ;; Engine sound of ship

$Closeup_pos: 0.0, 6.0, -90

$Closeup_zoom: 0.5

$Score: 20



$Subsystem: turret01, 15, 1.0

    $Default PBanks: ( "Subach HL-7" )

$Subsystem: turret02, 15, 1.0

    $Default PBanks: ( "Subach HL-7" )

$Subsystem: turret03, 15, 1.0

    $Default PBanks: ( "Subach HL-7" )

$Subsystem: turret04, 15, 1.0

    $Default PBanks: ( "Subach HL-7" )



$Subsystem: engine, 25, 0

$Subsystem: navigation, 15, 0

$Subsystem: communication, 5, 0

$Subsystem: sensors, 10, 0

$Subsystem: weapons, 10, 0


#End

$Player Ship Precedence: (
"GTF Dragon III"
"GTF Dragon IV"
"GTF Dragon V")

[endcode]
[/code]
Title: Re: HOw do you put together a mod?
Post by: Titan on October 10, 2007, 03:37:31 pm
dangit, same thing for the BHBC Blade class! hmmm...... maybe ill try the peregine next.......

(you know, both reference engine washes that aren't in there, maybe thats why?)
Title: Re: HOw do you put together a mod?
Post by: Wanderer on October 10, 2007, 03:40:42 pm
Run debug fred and see what is the actual problem
Title: Re: HOw do you put together a mod?
Post by: Titan on October 10, 2007, 03:44:59 pm
ok. and btw; the peregine is workin.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 10, 2007, 04:16:14 pm
Assert: Polygon_models[num]
File: J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 3615
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fred2_open_3_6_9_debug.exe 005c97d7()
    fred2_open_3_6_9_debug.exe 0043b6ac()
    fred2_open_3_6_9_debug.exe 0043b8c3()
    fred2_open_3_6_9_debug.exe 0043f26f()
    fred2_open_3_6_9_debug.exe 009bac11()
    fred2_open_3_6_9_debug.exe 009ba0f4()
    fred2_open_3_6_9_debug.exe 009b7c49()
    fred2_open_3_6_9_debug.exe 009b8135()
    USER32.dll 7e418734()
    USER32.dll 7e418816()
    USER32.dll 7e41c63f()
    USER32.dll 7e41c665()
    OPENGL32.dll 5ed2699b()
    USER32.dll 7e418734()
    USER32.dll 7e418816()
------------------------------------------------------------------
i dont understand what the problem is- this is from the blade, also, i get a similar problem saying it cant open the textures, it does one for evey texture.
Title: Re: HOw do you put together a mod?
Post by: Snail on October 10, 2007, 04:22:35 pm
I hate stupid errors like that. :mad:

It doesn't look like a table problem to me actually.

Drop the Blade and use the Orc if you need to. I've heard that the Blade is very buggy... I've been thinking of asking Trashman about it.
Title: Re: HOw do you put together a mod?
Post by: Dark Hunter on October 10, 2007, 05:43:57 pm
Oh, yuck, don't use the Blade. No no no. Bad idea, cause it'll just result in headache after major headache...
Title: Re: HOw do you put together a mod?
Post by: Goober5000 on October 10, 2007, 10:57:42 pm
I ALREADY HAVE VP MAGE!!!!!!!!!! GAHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! WHY WONT YOU READ MY MIND AND KNOW EXACTLY WHAT I NEED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :hopping: :hopping: :hopping: :mad: :mad: :mad:  :mad2: :mad2: :mad2:  :snipe: :snipe: :snipe:  :headz: :headz: :headz:  :beamz: :beamz: :beamz:
Hehe.  Twelve is the new thirteen (http://www.bash.org/?14207).

Also, Titan, you might want to have a look here (http://www.hard-light.net/wiki/index.php/Portal:Modding) if you haven't already.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 11, 2007, 06:55:09 am
erm.........  :eek2:
anyways..... i've seen the orc, not really moved by it, the green tube thing just sorta doesn't fit in.

EDIT: actually, would i be able to retexture the tube? then i would definetly use it as the precursor to the blade (if Trashman ever fixes it- plz man, that ship it SO awesome!)

and also, what about the corsair. im pretty sure the same sorta problems have been hitting it, i was focusing on the blade though, so i didn't really work on it.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 11, 2007, 02:08:45 pm
hello?  :wtf: ussually people respond by now

heres the donar problem:

Assert: len < n
File: j:\src\cvs\fs2_open_3_6_9.final\code\cfile\cfile.cpp
Line: 1456
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fred2_open_3_6_9_debug.exe 005a9285()
    fred2_open_3_6_9_debug.exe 005aa81f()
    fred2_open_3_6_9_debug.exe 00536179()
    fred2_open_3_6_9_debug.exe 0045611f()
    fred2_open_3_6_9_debug.exe 00456e77()
    fred2_open_3_6_9_debug.exe 00455fa8()
    fred2_open_3_6_9_debug.exe 0043ef27()
    fred2_open_3_6_9_debug.exe 009bac11()
    fred2_open_3_6_9_debug.exe 009ba0f4()
    fred2_open_3_6_9_debug.exe 009b7c49()
    fred2_open_3_6_9_debug.exe 009b8135()
    USER32.dll 7e418734()
    USER32.dll 7e418816()
    USER32.dll 7e41c63f()
    USER32.dll 7e41c665()
------------------------------------------------------------------


even more now, WHAT?!?!??!

and then when i click ok, i get some
exception breakpoint
the breakpoint has been reached.

what?
Title: Re: HOw do you put together a mod?
Post by: Jeff Vader on October 11, 2007, 03:06:59 pm
Five letters you can count on; patience.

This is a forum. Not IRC or Messenger or any real time communications method. People will respond once they feel like doing so, or once their schedules allow such actions.
Title: Re: HOw do you put together a mod?
Post by: Titan on October 11, 2007, 03:59:40 pm
i was just saying, im not angry or annoyed or anyways. ok, now i have a question. should i start an official thread for this?
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 11, 2007, 04:07:25 pm
should i start an official thread for this?

What's an official thread?
Title: Re: HOw do you put together a mod?
Post by: Titan on October 11, 2007, 04:09:58 pm
lol, it has the info on the mod plus if it isn't hosted it ussually also has screenies.
Title: Re: HOw do you put together a mod?
Post by: Herra Tohtori on October 11, 2007, 04:19:58 pm
I'd personally wait until you have something playable and mostly error-free to show... Do you? ;)
Title: Re: HOw do you put together a mod?
Post by: colecampbell666 on October 11, 2007, 07:56:10 pm
should i start an official thread for this?

What's an official thread?
He means a thread with a mod title, and progress reports etc. Not just a plea for help. (I think)
Title: Re: HOw do you put together a mod?
Post by: Jeff Vader on October 12, 2007, 06:26:18 am
It looks like it's too late. The 'official' thread has arrived. It is rather strange to have it since the only thing Titan has to show for it are pictures of fighter models and the fact that none of the new ships work. Plus that he is currently on a quest to find a name for his campaign, or mod, or total conversion or what the hell it actually is supposed to be.

I don't fancy these announcement threads. As far as I know, Darius never started an official announcement thread for Blue Planet and look what happened. Blue Planet appeared, more or less discretely, and ****ing blew heads off. That's the real way to make a campaign. No pointless hype or anything. Just do it and release it.