Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Artypat on April 10, 2011, 12:43:27 pm
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can someone please tell me how to download the Esarai vs Vengeance Fleetpack
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The what?
Why not just download Esarai and Vengeance's released models?
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from where
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www.freespacemods.net
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what are they called because i cant find them
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then u fail at finding forever and i don't help u
because theyre not in pack but separate ship
i find them all in tensecond
:confused: (http://www.hard-light.net/forums/index.php?topic=71652.0)
:nervous: (http://freespacemods.net/download.php?view.668)
:nono: (http://freespacemods.net/download.php?view.667)
^ links btw
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but i don't even know what they are called i've found two the emporer an tsj Amaterasu i dont know any other
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Uh I think you want the Emperor and the Phoenix Rising vs the Hurricane and Blizzard and something else.
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thanks for the help :nod:
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esarais fleetpack has pictures.
click :confused: on my last post
blizzard is fighter.
hurricane is 6km/600m. click :nervous:
typhoon is 3km. click :nono:
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thanks i manged to install all the ships except hurricane and typhon where do i put the files
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If you're going to try to mod FreeSpace, you should probably first read the documentation available on the wiki (http://hard-light.net/wiki/index.php/Portal:Modding).
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i just want to know where to put the files for typhoon and hurricane
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It depends on the type of file.
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If you're talking about the Esarai vs Vengence Fleet Pack (http://www.youtube.com/watch?v=kWwuF3s6lpg), it's a modpack that MetalDestroyer put together from the separate mods that are downloadable. It's not something that's been released in a bundle like what you seem to be looking for.
If you want to do the same as he's done, it's best if you get the basics by reading the documentation that chief1983 linked to.
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Yes, the reason the documentation exists is to reduce the number of very basic modding questions asked on the forums, such as your question. If you read the documentation, and are confused about a concept or something specific, then feel free to ask away, but we do try to maintain the documentation for a reason.
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where do the tga and pcx files go
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In the "/maps" folder. Read the wiki, it's pretty blatantly spelled out there.
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OK, adding new ships and general mod creation 101 (its all the same thing)
The first thing to understand is that the most of the structure of a mod is self explanatory. but for thoroughness i will cover this. See http://www.hard-light.net/wiki/index.php/FS2_Data_Structure for more detail
Cache - here game stores ship model data that has been compiled by the game into a more readily usable form, except in cases of significant model complexity this is not needed for ship distribution and you can generally ignore the folder
Cbanims - is where command and mission briefing animations are stored
Effects - weapon and other 2d effects
fonts - font files are kept here, unless you are aiming at a total conversion you will in all likely hood not need this folder
force feedback - unused in any mod that i know
freddocs - the documents that are opened when you hit help in fred so just ignore again unless you are using a custom branch of Freespace engine
hud - custom hud guages and graphics
intelanims - animations used in the techroom for weapons and intel sections
interface - images and animations used in the menu system, note not everything you would expect to be a still is stored as a still so research carefully before changing anything. Again only larger mods and total conversions generally go into this stuff as it is very heavy going to do properly
maps - Texture files for ships and other model based objects
missions - where FRED2 should be storing mission files and the only place where FS2 will look for missions both single player and campaign
models - .pof files go here no matter what purpose
multidata - not sure about this, perhaps the guys generally dealing with multiplayer code or the guys balancing BP for multiplayer can help here, but generally you will not use this folder
music - in game music files go here
players - the files behind the Pilot screen on startup are stored here, not modding related except in very limited circumstances and is best just ignored unless the support guys tell you to go in there
sounds - sound effects like weapons fire in here
tables - last of the important ones, but the most important one, this is where the tbl and tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.
Voice - Voice overs for mission chatter
above is the structure used by VP files
To add a new ship class and create mods in general.
because of the ease in damaging data key to a mod or indeed retail IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!
If you want to add or change something to the game you are advised to create a mod folder. This is simple, first go into your Freespace 2 root folder. then create a folder, the name of this folder is not important in a game engine point of view but keeping it short and it making sense to you is a very good idea (EsaraiVsVengence should work ok). within that folder save the mod.txt attached below, rename it mod.ini (this is because of forum limitations) and create a folder called data. the mod ini contains a reference to the 3.6.12 mediavps ( secondarylist = mediavps_3612; ) . if you need to use additional mods then either change mediavps_3612 to the folder name containing the mod or place a comer followed by the mods folder name between the 2 and ; .
Within the data folder create the folders you need from the above list, in the case of just adding ships you need models, tables and will in all likely hood you will need maps for any custom textures and effects for custom weapons supplied with the ships. Cache will not be needed as FS generates this all by itself. With the folders created place the files in as indicated in the above list. to test it is all in ok open you freespace 2 launcher and select the mods tab. hit select mod and select the folder containing the mod (my example was Esarai vs Vengence) and accept it. run freespace 2. if you then go into the tech room you should then be able to view the ships in there. if that all works ok then you are good to create missions with these ships.
On VP files
The significant advantage of a VP file is ease of distribution. in simple terms a VP file is a container used to maintain the file structure between users because all that is required is that they are all placed in the Mod folder. the problem with changing them is that if you edit one and get it wrong the simple fix and in all likely hood the fix you will be told to do is to reinstall fs2/the mod as appropriate because there is no way for mod/FSO support teams to know what you have done to the VP and they have enough on their plate without having to user fix a problem that shouldn't have happened especially as the mod folders feature has been provided as a means achieving the same effect that requires no modifying of VPs.
tbm vs tbl
a tbl is the core table file of that type and only one can be loaded into freespace at any one time tbl files provide the structure to the engine and usually require all basic elements to be present to work.
tbm on the other hand is an additional file to the tbl, usually providing additional data to the tbl or overriding it if needed. Until you get to the stage of building mods for more than adding a few ships you will probably only use tbm if available for that table type. tbm also has the advantage that FS2 can handle multiple tbm files of any given type though avoid conflicting entries at all costs.
[attachment deleted by ninja]
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has anybody installed the ships hurricane and typhoon beacuse i dont know where to put the files :confused:
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Please read the post directly above yours.
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has anybody installed the ships hurricane and typhoon beacuse i dont know where to put the files :confused:
Yeah, I remember headdie explaining the installation once. I think he said
OK, adding new ships and general mod creation 101 (its all the same thing)
The first thing to understand is that the most of the structure of a mod is self explanatory. but for thoroughness i will cover this. See http://www.hard-light.net/wiki/index.php/FS2_Data_Structure for more detail
Cache - here game stores ship model data that has been compiled by the game into a more readily usable form, except in cases of significant model complexity this is not needed for ship distribution and you can generally ignore the folder
Cbanims - is where command and mission briefing animations are stored
Effects - weapon and other 2d effects
fonts - font files are kept here, unless you are aiming at a total conversion you will in all likely hood not need this folder
force feedback - unused in any mod that i know
freddocs - the documents that are opened when you hit help in fred so just ignore again unless you are using a custom branch of Freespace engine
hud - custom hud guages and graphics
intelanims - animations used in the techroom for weapons and intel sections
interface - images and animations used in the menu system, note not everything you would expect to be a still is stored as a still so research carefully before changing anything. Again only larger mods and total conversions generally go into this stuff as it is very heavy going to do properly
maps - Texture files for ships and other model based objects
missions - where FRED2 should be storing mission files and the only place where FS2 will look for missions both single player and campaign
models - .pof files go here no matter what purpose
multidata - not sure about this, perhaps the guys generally dealing with multiplayer code or the guys balancing BP for multiplayer can help here, but generally you will not use this folder
music - in game music files go here
players - the files behind the Pilot screen on startup are stored here, not modding related except in very limited circumstances and is best just ignored unless the support guys tell you to go in there
sounds - sound effects like weapons fire in here
tables - last of the important ones, but the most important one, this is where the tbl and tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.
Voice - Voice overs for mission chatter
above is the structure used by VP files
To add a new ship class and create mods in general.
because of the ease in damaging data key to a mod or indeed retail IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!
If you want to add or change something to the game you are advised to create a mod folder. This is simple, first go into your Freespace 2 root folder. then create a folder, the name of this folder is not important in a game engine point of view but keeping it short and it making sense to you is a very good idea (EsaraiVsVengence should work ok). within that folder save the mod.txt attached below, rename it mod.ini (this is because of forum limitations) and create a folder called data. the mod ini contains a reference to the 3.6.12 mediavps ( secondarylist = mediavps_3612; ) . if you need to use additional mods then either change mediavps_3612 to the folder name containing the mod or place a comer followed by the mods folder name between the 2 and ; .
Within the data folder create the folders you need from the above list, in the case of just adding ships you need models, tables and will in all likely hood you will need maps for any custom textures and effects for custom weapons supplied with the ships. Cache will not be needed as FS generates this all by itself. With the folders created place the files in as indicated in the above list. to test it is all in ok open you freespace 2 launcher and select the mods tab. hit select mod and select the folder containing the mod (my example was Esarai vs Vengence) and accept it. run freespace 2. if you then go into the tech room you should then be able to view the ships in there. if that all works ok then you are good to create missions with these ships.
On VP files
The significant advantage of a VP file is ease of distribution. in simple terms a VP file is a container used to maintain the file structure between users because all that is required is that they are all placed in the Mod folder. the problem with changing them is that if you edit one and get it wrong the simple fix and in all likely hood the fix you will be told to do is to reinstall fs2/the mod as appropriate because there is no way for mod/FSO support teams to know what you have done to the VP and they have enough on their plate without having to user fix a problem that shouldn't have happened especially as the mod folders feature has been provided as a means achieving the same effect that requires no modifying of VPs.
tbm vs tbl
a tbl is the core table file of that type and only one can be loaded into freespace at any one time tbl files provide the structure to the engine and usually require all basic elements to be present to work.
tbm on the other hand is an additional file to the tbl, usually providing additional data to the tbl or overriding it if needed. Until you get to the stage of building mods for more than adding a few ships you will probably only use tbm if available for that table type. tbm also has the advantage that FS2 can handle multiple tbm files of any given type though avoid conflicting entries at all costs.
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forget about the ships how do i use post processing
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Launcher. Features tab. Graphical. "Enable post-processing"
Also, add -bloom_intensity followed by a number from 0 to 160 in the custom flags field.
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The latter part isn't strictly required, as it defaults to if I remember correctly, 80.
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Just so you know.
We do have a wiki (http://www.hard-light.net/wiki/index.php/Main_Page).
It contains information.
Read it.
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OK, adding new ships and general mod creation 101 (its all the same thing)
The first thing to understand is that the most of the structure of a mod is self explanatory. but for thoroughness i will cover this. See http://www.hard-light.net/wiki/index.php/FS2_Data_Structure for more detail
Cache - here game stores ship model data that has been compiled by the game into a more readily usable form, except in cases of significant model complexity this is not needed for ship distribution and you can generally ignore the folder
Cbanims - is where command and mission briefing animations are stored
Effects - weapon and other 2d effects
fonts - font files are kept here, unless you are aiming at a total conversion you will in all likely hood not need this folder
force feedback - unused in any mod that i know
freddocs - the documents that are opened when you hit help in fred so just ignore again unless you are using a custom branch of Freespace engine
hud - custom hud guages and graphics
intelanims - animations used in the techroom for weapons and intel sections
interface - images and animations used in the menu system, note not everything you would expect to be a still is stored as a still so research carefully before changing anything. Again only larger mods and total conversions generally go into this stuff as it is very heavy going to do properly
maps - Texture files for ships and other model based objects
missions - where FRED2 should be storing mission files and the only place where FS2 will look for missions both single player and campaign
models - .pof files go here no matter what purpose
multidata - not sure about this, perhaps the guys generally dealing with multiplayer code or the guys balancing BP for multiplayer can help here, but generally you will not use this folder
music - in game music files go here
players - the files behind the Pilot screen on startup are stored here, not modding related except in very limited circumstances and is best just ignored unless the support guys tell you to go in there
sounds - sound effects like weapons fire in here
tables - last of the important ones, but the most important one, this is where the tbl and tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.
Voice - Voice overs for mission chatter
above is the structure used by VP files
To add a new ship class and create mods in general.
because of the ease in damaging data key to a mod or indeed retail IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!
If you want to add or change something to the game you are advised to create a mod folder. This is simple, first go into your Freespace 2 root folder. then create a folder, the name of this folder is not important in a game engine point of view but keeping it short and it making sense to you is a very good idea (EsaraiVsVengence should work ok). within that folder save the mod.txt attached below, rename it mod.ini (this is because of forum limitations) and create a folder called data. the mod ini contains a reference to the 3.6.12 mediavps ( secondarylist = mediavps_3612; ) . if you need to use additional mods then either change mediavps_3612 to the folder name containing the mod or place a comer followed by the mods folder name between the 2 and ; .
Within the data folder create the folders you need from the above list, in the case of just adding ships you need models, tables and will in all likely hood you will need maps for any custom textures and effects for custom weapons supplied with the ships. Cache will not be needed as FS generates this all by itself. With the folders created place the files in as indicated in the above list. to test it is all in ok open you freespace 2 launcher and select the mods tab. hit select mod and select the folder containing the mod (my example was Esarai vs Vengence) and accept it. run freespace 2. if you then go into the tech room you should then be able to view the ships in there. if that all works ok then you are good to create missions with these ships.
On VP files
The significant advantage of a VP file is ease of distribution. in simple terms a VP file is a container used to maintain the file structure between users because all that is required is that they are all placed in the Mod folder. the problem with changing them is that if you edit one and get it wrong the simple fix and in all likely hood the fix you will be told to do is to reinstall fs2/the mod as appropriate because there is no way for mod/FSO support teams to know what you have done to the VP and they have enough on their plate without having to user fix a problem that shouldn't have happened especially as the mod folders feature has been provided as a means achieving the same effect that requires no modifying of VPs.
tbm vs tbl
a tbl is the core table file of that type and only one can be loaded into freespace at any one time tbl files provide the structure to the engine and usually require all basic elements to be present to work.
tbm on the other hand is an additional file to the tbl, usually providing additional data to the tbl or overriding it if needed. Until you get to the stage of building mods for more than adding a few ships you will probably only use tbm if available for that table type. tbm also has the advantage that FS2 can handle multiple tbm files of any given type though avoid conflicting entries at all costs.
is this on the wiki yet?
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I can add it if everyone thinks it would add value to it
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yep :)