Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nosreteparod on October 22, 2008, 10:13:48 pm
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Though I have done a couple searches and checked several stickies, I could not find the information I required.
At the moment, I want to add several spacecraft that I have downloaded into the game. Unfortunately, I have no idea how to do this properly. If you would be so kind, may I have an explanation? If you don't want to explain it yourself, a link to the proper page on the wiki would be appreciated too.
As I've said, I did check the forum several times, but if I happened to miss a critical piece of info in plain sight, please forgive me.
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Depending on whether you have tables for it. you can check the wiki: http://www.hard-light.net/wiki/index.php/Ships.tbl
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It's just as simple as adding the tables? Whoah.
But not to be demanding or anything, but what if said ships do not carry weaponry that was in the original game? Would the weapons tables need to be modified too?
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yeah.
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You would also need to check the weapon graphics and sounds, which may or may not have to be added as well. If there are custom sounds, you'll probably want to edit sounds.tbl or something.
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Also, do I need to do anything with the .pcx files or ,pofs?
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Well, as far as I know, .pofs go in the models folder, .pcx files in the maps folder (this is for ships, nebulae etc. go in effects) if they look like hull textures. I think thruster effects, weapons effects, etc. go in the effects folder.
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For small mods I suggest using TBM files instead TBLs. It's just my suggestion.
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For small mods I suggest using TBM files instead TBLs. It's just my suggestion.
QFT
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For small mods I suggest using TBM files instead TBLs. It's just my suggestion.
Do it before Kara chews you out the way he did me.
Kara has made me in fear of him.
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Ideally, ALL mods bar TCs should use .tbms.
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Ideally, ALL mods bar TCs should use .tbms.
QFT
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Sometimes, you have to use a TBL, especially if you're adding more ships that the default tables will allow you to, though...
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ASW is in .tbls mostly. At some cases normal tables are better for convenience.
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At the moment, I want to add several spacecraft that I have downloaded into the game. Unfortunately, I have no idea how to do this properly. If you would be so kind, may I have an explanation? If you don't want to explain it yourself, a link to the proper page on the wiki would be appreciated too.
So once you have downloaded them..
You edit each of them in a modeling package and export to PCS for conversion
You then add weapons and other stuff and save to pof
Then the tables get sorted so the game knows what to do with the stuff.
After that you put the pofs, textures and tables in the right places.
Finally you create missions using the new stuff.
So which part are you at?
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So once you have downloaded them..
You edit each of them in a modeling package and export to PCS for conversion
You then add weapons and other stuff and save to pof
Then the tables get sorted so the game knows what to do with the stuff.
After that you put the pofs, textures and tables in the right places.
Finally you create missions using the new stuff.
So which part are you at?
Well, the files came with .pof's, so I'm guessing I don't need to do any conversion work. I've also edited the ships table to include the ships. There was also a weapon table included with the Arkangel, so I spliced that into the main table too.
This means that I'm at the part where I need to put the .pof, .pcx, and .dds files where they need to be. The locations elude me though.
And thank you for the replies everyone. They have been enlightening, for the most part.
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.POFs to data/models folder
.PCXs and .DDSs to data/maps folder
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Allow me to reiterate the importance of adding .tbm's... The only time you should add a new .tbl is if you do something universal, like add a new primary to all existing fighters. Small-quantity modding with .tbl's can lead to a mess.
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I have no such folders. This is probably because I'm running on FreeSpace Open. I apologize for not giving more information sooner.
But if I don't have the folders, could I simply make them?
And one more thing: When trying to run the game without mods, I get an error message:
Error: weapons.tbl(line 2225:
Error: Required token = [#End] or [$Name], found [-1]
in weapon: PDS-Defender.
File: PARSELO.CPP
Line: 670
Call stack:
-----------------------------------------------
-----------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Can you make sense of it?
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Yep. At line 2225 of your weapons.tbl, the parser is looking for an [#End] tag, but found a -1 instead. The weapons.tbl is split into primary and secondary sections, and the new weapons must go into the appropriate sections. There is an #End tag that marks the end of the primary section and the secondary section; these tags must be placed at the end of both primary and secondary sections so that the parser knows the sections have ended.
The data folder can be found in your FSO directory. The models and maps folders are inside the data folder.
The reason .tbms are easier for relatively small time changes is because the parser will automatically insert it into its appropriate sections in the main .tbl 'buffer' when the game loads.
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But if I don't have the folders, could I simply make them?
Yup. There is a reason for people suggesting mod folders and tbm files. If you break something in the mod folder you can still play the main game. In other words there are less things to break using a mod setup.
Under your freespace2 directory create a new one called Arkangel, under that a dir called data. In the data dir create four new directories models, maps, missions and tables.
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Question: How do you get FRED to recognize the MOD folder? It will not load any custom dds or tbm files I have. It refuses to listen!
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Create a shortcut to FRED. Open the shorcut's properties menu, and in the target box add this ( without the commas ): "-mod [your-mod-name],mediavps -glow". Or just copypaste the tags from your launcher/launcher6.ini.
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Question: How do you get FRED to recognize the MOD folder? It will not load any custom dds or tbm files I have. It refuses to listen!
Or you can just select the mod in the launcher. Personally I prefer Shadow's method, and its the one I use.
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Almost done. There are only a few issues remaining.
1. In a .pof creator, I modified a fighter to have a third primary bank. How do I activate it?
2. The Athena MK2 has a dashboard. While aesthetically pleasing, it is not conducive to combat. Is there a way to disable it?
3. In the main hall and in the techroom, some of the animations are chopped up into pixalated squares. What causes this?
I wouldn't have gotten this far if it weren't for your efforts. I thank you all.
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1. add it to the table :nod:
2. in its table, disable "show_ship".
as for 3, no clue...
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Issues 1 and 2 corrected. It was indeed a show ship, and the issue with the weapons was caused by the tables linking to an earlier version of the ship.
I think I might be finished now. Thank you very much, everyone.