Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Killer Whale on April 11, 2008, 04:07:48 am
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Anyone got the POF files for the Retail Ships? And what part of this table changes how long the beam hits for?
;---------------------------------------------------------------
; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser
; beam weapons are a very special case weapon
$Name: BGreen
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
; Pale green R 192 G 255 B 200
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100.0
$Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 30.0 ;; in seconds
$Damage: 1200 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 25.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 60.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
+Warmup: 2500 ;; warmup time in ms
+Warmdown: 2500 ;; warmdown time in ms
+Radius: 110.0 ;; muzzle glow radius in meters
+PCount: 20 ;; particles spewed every interval
+PRadius: 1.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.0 1.1 1.1 1.7 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 147 ;; the looping beam-firing sound
+WarmupSound: 154 ;; associated warmup sound
+WarmdownSound: 159 ;; associated warmdown sound
+Muzzleglow: beamglow3 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 25 ;; width of the section
+Texture: beam-red ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 30 ;; width of the section
+Texture: beam-green2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 40.0 ;; width of the section
+Texture: beam-green ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 50.0 ;; width of the section
+Texture: beam-green3 ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.5 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
; Bright light green R 137 G 252 B 96
; High Energy Green R 102 G 255 B 0
; Puke pale green R 192 G 255 B 200
; Forest Green R 2 G 142 B 18
; White Streek Green Tint R 215 G 249 B 219
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Retail POFs are (surprisingly) in the retail vp files. Check them from sparky_fs2.vp file
Anyone got the POF files for the Retail Ships? And what part of this table changes how long the beam hits for?
...
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
...
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Thank you SO much!! (for the sparky thing anyway, i always wondered what that was...)
Can you make a RED ALERT mission for a ship other than the player (say, the PVD Head in a Jar gains damage in a recent conflict the player was engaged in, next mission, the PVD warship still has that exact same damage from the previous mission [including turret damage]. Like when the sath in bearbaiting and the next mission where it's destroyed)
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If you have SCP, just go into the ship editor and click initial status (?) and check the red-alert status box.
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If you have SCP, just go into the ship editor and click initial status (?) and check the red-alert status box.
Ah, but he is unable to acquire FSO. Details can be found in certain threads.
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Well.. modding with retail is a tad limited... And the exe file is just a few megs in size. Or is the limitation due 'non-certified' exe files?
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It is mainly because of this (http://www.hard-light.net/forums/index.php/topic,52907.msg1075663.html#msg1075663). Yet another case, where we are unable to help, because the problem lies at his, or rather his family's, end.
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If you have SCP, just go into the ship editor and click initial status (?) and check the red-alert status box.
You don't need SCP, and it's not initial status. It's "Misc." Check your advise before posting.
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If you have SCP, just go into the ship editor and click initial status (?) and check the red-alert status box.
You don't need SCP, and it's not initial status. It's "Misc." Check your advise before posting.
Bah. Advise doesn't need to be correct, as long as you sound convincing.
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Bah. Advise doesn't need to be correct, as long as you sound convincing.
That's pretty damn convincing too.
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Hey, i was on a school comp, and i was sure of what i was saying.
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Urr, btw, Shouldn't this be in the Modding forum?
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... uhhhhh.... :nervous:
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Maybe?
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More than likely seeing it's moved.
Okay, sparky means the POF files then what do the rest mean?
filename, what it is, description; opens with a, b, c and d
Root_fs2
Smarty_fs2
Sparky_fs2, POF files of retail ships, models of the ships; Modelview, POF Constructor Suite
Sparky_hi_fs2
Stu_fs2
tango 1_fs2
tango 2_fs2
tango 3_fs2
warble_fs2
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And it was actually moved after those previous comments...
I was gonna say "Download Maja (http://wmc.freespacemods.net/repository/MajaExpress085.jar) and browse through the vp files yourself", but then I remembered... :sigh:
So, here we go:
Root has squad images, mission files and tables.
Smarty has intelanims.
Sparky has sounds, textures, models, interface, hud, force feedback, fonts and effects.
Sparky_hi has high rez hud and interface elements.
Stu has voice files.
Tangos have cbanims.
Warble has music.
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More than likely seeing it's moved.
Okay, sparky means the POF files then what do the rest mean?
filename, what it is, description; opens with a, b, c and d
Root_fs2
Smarty_fs2
Sparky_fs2, POF files of retail ships, models of the ships; Modelview, POF Constructor Suite
Sparky_hi_fs2
Stu_fs2
tango 1_fs2
tango 2_fs2
tango 3_fs2
warble_fs2
Can you tell us that bit, please?
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:wtf: Umm...
The vps themselves: Maja (see previous post).
Textures: Image editing software (Irfanview, Paint.NET, Gimp...).
Tables, mission files, campaign files: Notepad.
Sounds, voices, music: Any media player for playback, Audacity or other editor for editing.
Intelanims and cbanims: AniView?
Models: POF Construction Suite/POF Construction Suite 2.
All of this is also clearly stated on the FreeSpace Wiki's Modding Portal (http://www.hard-light.net/wiki/index.php/Portal:Modding).