Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Maksio58 on January 18, 2011, 05:26:55 am
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So i wanted to see how the FSPorts shielded Lucifer would fare against FS2 weapons.
I extracted the table file and found the entry for the lucifer. Copied all that to a new tbl. T used the file for the spah from derelict as a template, i simply deleted all the contet relating to the spah and pasted the lucifer stuff. I modified a few things like rplaced the beams with BFReds so i dont have to extract the beams aswell and changed its names to Lucifer#shield and SSuperShD so it doesnt conflict with the default lucy. I also extracted the shielded version's model file.
How do i make a seperate mod which is simply FS2 + Mediavps with the only addition being the shielded lucifer?
Edit: nvm the first question i kind of figured it out and everything is working except for 2, details.
1. Unlike in the fsport with mediavps the shielded lucifer is using the original low poly model (the normal lucifer and all other ships are using the media vp models). I checked around the fspor and fsport media vps files and cant find anything that seems to be a shielded version of the high poly model.
2. Unlike in the FSport the shield is visible on impact and there seem to be holes in it since some shot hit the hull even though all shield segments are still up.
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I think the FSPort hi-poly version uses "surface shields" (that is, $Flags: (blah blah blah, "surface shields")). Change $Model: to capital02.pof and ad that flag, and it should work. This flag uses the detail0 as the shield mesh and doesn't render the hit effect (IIRC).
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Thanks that did the trick. So simple now that i think about it...
Now i tried adding some other ships. Adden a separate download asteroidBase with no issues (apart from the fact the thing didnt come with all the textures). Then i tried porting the FSport Apollo andi ran into a wall.
I "cut" out its entry from the ships table like i did with the Lucifer, i changed the tech room description and weapon compatibilaty (which i simply limited to the Prometheus R in both primary slots and the hornet in both secondary slots) but didnt touch anything else. I also extracted the model and maps related to fighter04 and put them in the apropriate folders and created a vp with that but the Apollo doesnt show up in FRED or the tech room even after i make sure the mod is applied properly.
here is a copy of the content of the table file.
#Ship Classes
$Name: GTF Apollo
$Short name: TFight4
$Species: Terran
+Type: Space Superiority
+Maneuverability: Fair
+Armor: Medium
+Manufacturer: Han-Ronald Corporation
+Description: Original space superiority fighter of the GTA fleet. Highly versatile, it often doubles as an assault fighter. Low weapon compatibility.
$end_multi_text
+Tech Description:
The Apollo use to be the most common Terran fighter during and just before the Great War. While it has been completly retiered from service in the GTVA, being replaced by the Myrmidon and other new craft, it is still very popular amongst civilian pilots due to its versatilaty and low cost. The biggest flaw of these fighters is the fact they are incompatible with most modern weapons, greatly limiting possible loadouts.
$end_multi_text
+Length: 21 m
+Gun Mounts: 4
+Missile Banks: 2
$POF file: fighter04.pof
$Detail distance: (0, 70, 300, 1000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 60.0
$Rotation time: 3.2, 3.2, 6.0
$Rear Velocity: 0.0
$Forward accel: 3.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 900.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "Prometheus R" )
$Allowed Dogfight PBanks: ( "Prometheus R" )
$Default PBanks: ( "Prometheus R" "Prometheus R" )
$Allowed SBanks: ( "Hornet" "Hornet#Weak" )
$Allowed Dogfight SBanks: ( "Hornet" "Hornet#Weak" )
$Default SBanks: ( "Hornet#Weak" "Hornet#weak" )
$SBank Capacity: ( 40, 40 )
$Shields: 350
$Shield Color: 100 100 255
$Power Output: 2.0
$Max Oclk Speed: 82.0
$Max Weapon Eng: 100.0
$Hitpoints: 240
$Flags: ( "player_ship" "fighter" "in tech database" )
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 140.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 50.0
+Aburn Rec Rate: 25.0
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 192
$Closeup_pos: 0.0, 0.0, -31
$Closeup_zoom: 0.5
$Shield_icon: shield-f04
$Ship_icon: iconfighter04
$Ship_anim: ssfighter04
$Ship_overhead: loadfighter04
$Score: 10
$Trail:
+Offset: 7.46 -1.93 -7.58
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -7.46 -1.93 -7.58
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 4.57 3.61 -8.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -4.57 3.61 -8.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: communications, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: sensors, 10,0.0
$Subsystem: weapons, 20,0.0
#End
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Try [ code ] tags. They love you too.
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It looks allright, check if the table (.tbm, I assume) is named correctly.
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Wow if you didnt mention its supose to be tbm i would have never noticed the problem myselfe. I didnt notice the file i used was a tbl. After changing that 1 letter the Apollo works just fine! Thanks. Tomorrow ill have a go at weapons specificly the ML-16 and Avenger. And if i can get that right, ill have a lot more options in revising what few missions i have in my campain.