Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Ryan on March 25, 2008, 02:33:50 pm
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I know I am probally hated by most people here because i keep posting these topics. Sorry, but i have oter question.
If i wanted to have something like, Babylon 5 project and Red Line ships together, or Red Line and Freespace ships, how would i do that? If i uploaded a mission that did that, would i have to/how do i include one of the mods ships for playing?
Sorry for being a noob. :nervous:
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The only way to mix the two would be to take the mods from one and include them in a mod download for the other one. Which would be a huge download.
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The only way to mix the two would be to take the mods from one and include them in a mod download for the other one. Which would be a huge download.
Ah. But what files would i have to move from FS file to the other to include them in fred? Like say I wanted to have afew star destroyers fight the Galacic or a Ravana, what should i move where please?
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Can't he just add the folder name of the first mod he wants to combine to secondarylist in mod.ini of the second mod? :nervous: now before i'm disproved AWAy w1th m3! :warp:
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If it is right, i have no idea what that means. Im not very good with computers.
is there a place where I can get step-by-step instructions on how to do this?
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Karajormas FreeSpace faq found in most peoples sig explains the concepts and implementation. :warp: :beamz:
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Wouldn't the Ships.tbl's kinda overwrite each other?
Not to mention a plethora of other files that would overwrite.
You could paste everything together...but then you'd need to get the INF build with increased limits...or wait for 3.7.
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Kara will answer this. . . . . . . .
I know not the inner workings of the beast that is the SCP.
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Kara will answer this. . . . . . . .
I know not the inner workings of the beast that is the SCP.
Well, i read his FAQ about it but im still confused. I did -Thebabylonproject in the FRED SCP open shortcut and it said it couldn't find it. Do i have to move VP/data files somewhere?
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Kara will answer this. . . . . . . .
I know not the inner workings of the beast that is the SCP.
Well, i read his FAQ about it but im still confused. I did -Thebabylonproject in the FRED SCP open shortcut and it said it couldn't find it. Do i have to move VP/data files somewhere?
They have to be in the same directory (aka folder).
here's what to do if you want to add just a few ships.
first, make sure you have VPView (its a small, free download) do the same for PCS2
then go into one of the mods you want to take ships from
open the vps or look in the data\tables folder of the mod
open ships.tbl (with notepad)
find the ship you want
copy this ships's entry in the table
find your freespace folder
open fs_root.vp
extract the ships.tbl to \freespace\mymod (you may have to create that folder first)
paste the entry from the mod in the new table
go back to mod folder
find the model referenced in the ships.tbl (should be a .pof)
open that model in PCS2 look at all the texture it references
copy the model and textures (in the mod's maps folder)
paste them in \freespace\mymod
find FRED2 scp 3.6.9 or 3.6.10
right click icon and select make shortcut
right click new shortcut and attach " -mod mymod" (no quotes) at the end of the reference directory
double click new shortcut
if all steps done properly, you should see new ship
be careful with ships from TC's as they will reference different weapons
you will need to add those weapons from the mod's weapons.tbl to your waepons.tabl in your mymod folder if you want to use them
i hope that helps
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yea, but there's still the problem that you can only add 17 ships and 110 weapons before it...urrr breaks.
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You can get past that by using an Inferno build which will allow you up to 200 ships in total IIRC. You'll lose the ability to play multiplayer by doing that.
Trying to combine mods is usually a very big and detailed task. You have to find the mods you want, remove them (and all the textures they use), find their table entries, add them, find weapons they use, add them etc.
It's not an easy place to start for a newbie at all.
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I thought it might come to that. I didn't want to commit myself to a long drawn out Q & A. My phone keypad would wear out and my text entry window is quite limited. Just so i'm sure for later, the multimod limit totals both Mods so btrl and tbp would overfill it?
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Well, i tried adding in TBP. I could not do the solution above because my MediaVP reader died on me somehow. I took my entire Freespace directory, Copied it into the mod folder of the TBP directory, renamed the freespace folder 'A' so i could type it quickly, and did this:
"C:\Program Files\The Babylon Project\fred2_open_3_6_9.exe" -mod mod\a
and got this:
Error: The following species are missing flyby sounds in sounds.tbl:
Earth Alliance
Centauri
Narn
Minbari
ISA
Brakiri
Drazi
Vree
Others
Drakh
Shadow
Vorlon
File:D:\C++\Freespace\fs2_open 3.6.9\code\Gamesnd\GameSnd.cpp
Line: 592
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fred2_open_3_6_9.exe 00617c08()
fred2_open_3_6_9.exe 00616bed()
fred2_open_3_6_9.exe 00616df5()
USER32.dll 767a1a10()
USER32.dll 767a3123()
USER32.dll 767a1c03()
USER32.dll 76798562()
ntdll.dll 77a60e6e()
USER32.dll 7679848b()
USER32.dll 7678d7f9()
fred2_open_3_6_9.exe 00617302()
fred2_open_3_6_9.exe 0061738a()
fred2_open_3_6_9.exe 0062c342()
fred2_open_3_6_9.exe 0062c38f()
fred2_open_3_6_9.exe 00617c08()
------------------------------------------------------------------
Then breaking into debugger got me this:
Error: sounds.tbl(line 311:
Error: Missing required token: [#Flyby Sounds End]. Found [$Vasudan: 0 V_flyby1.wav, 0, 0.8] instead.
File:D:\C++\Freespace\fs2_open 3.6.9\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Did i Do something wrong? Can you please tell me how to fix this?
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The table files from freespace (most likely tables related to multiple species setup) are interfering with your attempt.
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The table files from freespace (most likely tables related to multiple species setup) are interfering with your attempt.
Ah. Is there any way I can fix this?
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You need to make sure the species info from different games matches. So you need to take a look at ships.tbl, sounds.tbl, species_defs.tbl, icons.tbl and asteroids.tbl files - and alter the species info from every table above so that it causes no more conflicts. Also you need to remember that files in the mod directory override the ones in your current TBP directory.
What exactly are you after? Add FS ships to TBP or add TBP ships to FS. IIRC you cant add all of the ships even when using inferno builds.
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You need to make sure the species info from different games matches. So you need to take a look at ships.tbl, sounds.tbl, species_defs.tbl, icons.tbl and asteroids.tbl files - and alter the species info from every table above so that it causes no more conflicts. Also you need to remember that files in the mod directory override the ones in your current TBP directory.
What exactly are you after? Add FS ships to TBP or add TBP ships to FS. IIRC you cant add all of the ships even when using inferno builds.
FS2 ships to TBP. If i can only do 17 i have afew select ones in mind. Is there a way to do this without using the VP reader? Mine crashes while starting up since i tried reading ship.tbl with some program it recommended, and reintstalling it doesn't fix it.
EDIT[:b] Ok, I'm installing The VP reader on another computer and plan to send TBP's Root FS2 file over the net to it to. But according to this, TBP Root FS2 is 122 bytes versus 6 megs on normal FS. Whats different with TBP?
Ok, I tried it. Only 3 files all named dummy.txt. Where in TBP is the weapons/ships TBL'S?
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TBP only keeps Root_FS2 to get the FS2 engine to work. All TBP info is stored in B5-Core-3_4 which is a 1.3 Gig file.
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1.3 gig?!???!
H'll stick with my old pre minbari war version til i get proper broadband. *stutters and dies*
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An example of what could be done...
Step 1. Extract TBP ships.tbl and place it renamed like TBP_ships.txt somewhere
Step 2. Extract FS2 ships.tbl and place it into a mod directory of the TBP
Step 3. Rename the fs2 ships.tbl as fs2-shp.tbm and delete ALL the entries that you do not want to use from it. Remove also the default ship and thruster sections from the file.
Step 4... All require some knowledge on how fs2 open works
Option 1. Search and extract all files related to the ships you selected in step 3. and place these in their respective directories within the fs2 mod directory under tbp
Option 2. Extract the maps and models directories from fs2_sparky.vp to the mod directory
Option 3. Same as either above but use mediavp files. And search all the mediavp files for TBMs that modify the ships you selected in step 3. and add their contents to the tbm.
Step 5. Make sure the ships you added have been set to use species that is found from the TBP. Make sure all weapons use one of the weapons from the TBP (or you may need to repeat the above process for the fs2 weapons as well). Do this using the TBP_ships.txt as reference file.