Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: tcolli17 on December 06, 2010, 01:12:05 pm

Title: Question about using custom ships.
Post by: tcolli17 on December 06, 2010, 01:12:05 pm
I am in the process of making a campaign and am ready to start Fredding (have about half of campaign competely scripted out, about 23 missions). My question is when I am pulling custom ships from other people's campaigns do I need to get the maps? And if I do, how can I tell what maps i need to get? In FRED when I use a ship with just the POF file it shows up fine without any maps. Am I going to have to get any programs that will tell me what maps a POF uses like maybe POF construction suite? I'm sure I will have more questions at some point, but thanks for the help.
Title: Re: Question about using custom ships.
Post by: The E on December 06, 2010, 01:15:40 pm
You need to open up the model in PCS2, look at the texture list, and copy all maps referenced (including the -glow, -shine and -normal variants, if any exist) into your mod's maps directory.
Title: Re: Question about using custom ships.
Post by: tcolli17 on December 06, 2010, 02:00:33 pm
You need to open up the model in PCS2, look at the texture list, and copy all maps referenced (including the -glow, -shine and -normal variants, if any exist) into your mod's maps directory.

So I will have to get PCS2. Thank you. I'm guessing I will have to do something similar with weapons also, but it seems the laser glows and stuff like that are listed in the table files. Are those going to be enough?
Title: Re: Question about using custom ships.
Post by: The E on December 06, 2010, 02:16:49 pm
Everything you need to know about a given weapon can be found in the weapons' tbl entry.
Title: Re: Question about using custom ships.
Post by: Dragon on December 07, 2010, 05:51:05 pm
Unless, of course, you're using models, but it's relatively rare for primaries (basically nonexistant outside custom ballistic weapons) and used mostly for secondaries.
Title: Re: Question about using custom ships.
Post by: The E on December 07, 2010, 06:31:23 pm
I meant "everything you need to know". Meaning that you can get all info about the weapon, including a list of almost all assets used by the weapon (unless it uses a model, in which case PCS2 is your friend again), just by looking at the tbl entry.
Title: Re: Question about using custom ships.
Post by: tcolli17 on December 09, 2010, 12:15:35 am
I'm now having a problem trying to run .12debug. It keeps saying "WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:180". If you want to take a look at the debug log, it is here.

http://pastebin.com/3GjpPSgu (http://pastebin.com/3GjpPSgu)


My checksum on Rootfs2 is not the same as in the Wiki. Can that be causing any problems?
Title: Re: Question about using custom ships.
Post by: Droid803 on December 09, 2010, 12:41:26 am
Hi!
Looks like you're trying to use a custom muzzle flash effect!
Those need to be defined in mflash.tbl / xxx-mfl.tbm!
Would you like to do that now?

Yes <
Yes

/annoyingpaperclip
Title: Re: Question about using custom ships.
Post by: tcolli17 on December 09, 2010, 12:45:54 am
Why yes.

Also, I just saw that capflash is included in the advanced media vps. should I add those to my effects folder because I don't want to use the Advanced features..... slows down the frame rate.

Should I just pull that table from where I am getting the Weapons?
Title: Re: Question about using custom ships.
Post by: Droid803 on December 09, 2010, 12:47:18 am
Yeah well then you should copy over the specific entry in the -mfl.tbm then.
Title: Re: Question about using custom ships.
Post by: tcolli17 on December 09, 2010, 01:00:02 am
Well that didn't work. I got the Weapons from the Blueplanet wep.tbm. Then I just copied that mfl.tbm, and still has the same problems. When I run in regular mode, it runs fine but it keeps giving me that my mod has 46 or so errors. I am trying to run debug to see if i can figure out what they are, but it kicks me out of the program when it comes across this.


I might just erase this effect from the tables. Will have to takeout the flash radius line also.
Title: Re: Question about using custom ships.
Post by: Droid803 on December 09, 2010, 12:21:37 pm
Oh wait you should be copying the bits from the -wxp.tbm, I misread the error last night >.<
Title: Re: Question about using custom ships.
Post by: tcolli17 on December 09, 2010, 02:19:59 pm
Oh wait you should be copying the bits from the -wxp.tbm, I misread the error last night >.<

Capflash isn't included in that tbm. The 4 effects that are in there come up with the same thing about not having a load ani. Where would I be able to find the "LOD0 anmi" for the capflash?
Title: Re: Question about using custom ships.
Post by: Droid803 on December 09, 2010, 03:11:13 pm
did you copy over the effect?
cause if its missing the LOD0 anim that must mean it can't even find the effect? donno.