Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: NFSRacer on November 04, 2008, 05:15:46 pm
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I seem to be having a bit of a problem. I developed a test VP file for a mod (currently nick-named "FSR", or "FreeSpace: Reunited") that a personal friend of mine and I are working on, but (even following several other mods' VP set-ups, installation, and start-up processes) FS2 Open won't run my VP file! The test mod is marked in such a way that when it works, an extra ship and mission should show up in the Tech Room. Can someone tell me what I did wrong?
Also, if you'd like to know what we have in mind for this mod, please let me know. We could also use a little help in the developmental areas of the mod.
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They can't tell you unless you upload your vp (in case it's wrong).
Also you should make a MOD folder in your main directory and point the launcher to it. You vp and the ini file should be in there (and optional BMP mod pic).
Look at how otehr mods in your directory are properly set up... Copy the relevant files and alter them.
If you are only adding a single tech room ship a VP is overkill and unnecessary.
USE mod folders until you have accomplished your mod goal and only then make a VP out of the entire thing because you have to test the Vp to make sure it will work for people.
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If you are only adding a single tech room ship a VP is overkill and unnecessary.
Thanks! I think you just showed me my minor error. And also, I know what you mean with the ship, but the VP file includes more then just a single ship.
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I tried to see if fixing it that way would work, and it didn't...But I thought of something that might be the problem. Prior to making a test VP, I made a small VP pack the contained the effects files for my mod. When I made the test VP, I placed the effects VP pack into the test VP in place of the effects files themselves (mostly to conserve hard drive space) and tried to overwrite my last VP. VPMAGE made the VP, but with a notable error; it mentioned something about a file that didn't seem to cooperate with the VP writing process. Could that be the problem?
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What do you mean when you say FS2 wont run your VP file? Does it crash, or do the things you're expecting to see simply not show up?
If it's the latter, I'm not sure about the mission, but as for the ship itself make sure that it's it has the "show in techroom" flag or whatever the precise wording is.
Or you could always try another program. Personally I never did understand VPMage. I used VPCS2 (Construction Suite 2). Seemed to do the trick for me.
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In a VP, all folders have to be in the data folder. eg; data/models
At the Freespace mainhall screen press F3 to check if your models are found.
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I tried to see if fixing it that way would work, and it didn't...But I thought of something that might be the problem. Prior to making a test VP, I made a small VP pack the contained the effects files for my mod. When I made the test VP, I placed the effects VP pack into the test VP in place of the effects files themselves (mostly to conserve hard drive space) and tried to overwrite my last VP. VPMAGE made the VP, but with a notable error; it mentioned something about a file that didn't seem to cooperate with the VP writing process. Could that be the problem?
Very likely. If I'm understanding you right, you put a VP within a VP. At best, the game can't read the inner vp... at worst, the VPMage choked on it and the whole vp is damaged.
But Getter Robo G is right... first make sure everything works when all your data is in a mod directory, i.e. FreeSpace2\FSR\data\ (etc). Only when that is done and you are ready to distribute it need you bother with making a VP.
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Very likely. If I'm understanding you right, you put a VP within a VP. At best, the game can't read the inner vp... at worst, the VPMage choked on it and the whole vp is damaged.
But Getter Robo G is right... first make sure everything works when all your data is in a mod directory, i.e. FreeSpace2\FSR\data\ (etc). Only when that is done and you are ready to distribute it need you bother with making a VP.
Thought so. I'll try the old fashined way and get back to you on that, but I have one last question. Prior to inserting a VP in a VP, I had made another VP file that didn't have as many of the files that I have now (hence the overwriting). Odd thing though, I got the same result when I tried running the VP without the other files for my mod; missing models and missions! When I made a new, updated VP file and moved the old one, I found two more weird details: the VP file was abnomally large, AND it was made as a "read as" file. Dose anyone know why that happened?
As for doing preliminary tests to see if the data runs outside the VP, I did a number of those test and the data came up just perfictly.
In a VP, all folders have to be in the data folder. eg; data/models
Yea, I set up the files just like that in the coresponding folders, but I didn't hit F3. Doesn't that go to the tech room?
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Yes it does, what he means by that is instead of just "continuing the campaign" or even choosing it first from the selector, see if your ships show up. On a standard mod they do.
If you don't see them at all, it's a fast way to tell soemthing is very wrong.
I'm not good at explaining things, I do everything old skool, cause I have no skills. :D
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I don't know why noone pointed this out, but...if you're not done the mod, don't bother putting it in a VP. It just makes things harder to edit, and very messy.
So, unless you're absolutely done, don't bother. VPs don't even save space.
Really. Don't do it.
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I DID point it out exclusively...
Re-read post #2 and also Backslash mentioned it...
:wtf:
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Well, you just said it was overkill...
I meant that no matter how big it is, don't pack it till its done...
Or am I failing to read something?
Scratch that I was.
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Say, does anyone know how to make PCX effect files or ANI effect files?
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Say, does anyone know how to make PCX effect files or ANI effect files?
There are hundreds of programs capable of making PCX files, and there's ANIBLD32 for .ani files.
Note that PCX files have to be in indexed mode to work in-game.
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I make effects the noob way. 8 bit PCX files (converted images with irfranview).
I used anibuild to make some ani fiels but the color is all wrong (end of experimentation)...
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Well, if I run it through Photoshop things come out fine, as long as I index it before export.
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I posted something on the FreeSpace Wiki about this mod and I was wondering what you all think about it?