Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Sheridan_37 on November 28, 2011, 01:56:34 am
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Hi all,
Can anyone in the Community tell me if there are any Star Trek mods or Ships available for Freespace?
many thanks
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I know there's a pack hiding domewhere in FSMods, but that's all I know. I'm sure the other guys can point you in the right direction.
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Actually, there are many packs on sectorgame I believe!
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there have been one or two projects to bring star trek to FSO but to date i think they are either inactive or working off the radar at the moment.
Recent improvement to the FSO engine in regards to capships make a ST based mod more practical than it was a year ago. I think there is or was a defiant class inspired model in the user ships section of the wiki but that is about the limit of my knowledge at this time
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I grabbed the Star trek mod off fsmods, the ships look great in fred but when i fire up the game i get multiple errors about table files, as i don't tend to mess with them not sure what to do.
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If you want to attach them I will take a look and see if I can fix them, they are probably 3.6.9-10 era and there have been a lot of bugs and ad-hock implementations fixed since then with the error catching greatly tightened up so that is probably the cause.
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Thanks, ok how do i do that? sorry about the dumb question
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you are looking either ships.tbl or files ending -shp.tbm. these will either be in [mod folder]/data/tables or in a file ending .vp inside the mod. If they are in VP format you will need VPView from FSmods to look for the files inside and extract the files i mentioned. When you have done that create a new reply to this thread and use the attach options under the reply text box.
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What you downloaded is most likely Omniscapper's attempt at a Star Trek mod. It's quite large, but needs a lot of fixes. And it doesn't let you fly capships.
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shouldn't take too much to amend the tables
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It is quite a large mod, 40 ships in it i think? but i was hoping to just cherry pick out the few ships i wanted to use and leave the rest. really suprised nothing came of it as Star Trek is huge and the mod contains a few Fighters (playable ships including the USS Defiant).
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The trick is to find a person who is able to drive the project through thick and thin over a period of years and a stable core team, especially on a mod of that size.
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Hi headdie,
here are the ship.tbl files for the Star Trek mod that you wanted to look at.
[attachment deleted by a basterd]
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hmmm, looking through it it might be easier to look at the whole mod. have you got a link to the download? because i couldn't find it earlier.
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Yeah here is the link to the mod pack...... http://www.freespacemods.net/download.php?view.678
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What you downloaded is most likely Omniscapper's attempt at a Star Trek mod. It's quite large, but needs a lot of fixes. And it doesn't let you fly capships.
your not joking lol
a single 552mb VP and Just from loading everything into the tech room it looks like all ships are missing MoI with a number of other PCS2 level errors and some missing textures. This one is going to be fun :D I also might be able to drop the size a little by hitting the PCX textures with the dds plugin for Gimp but that might be undone by including the cache files for the ships.
on the plus side the models and textures are pretty impressive and i cant see a great deal wrong with the tables though one weapon did ctd in the techroom, ahh well.
Edit apart from Danube and Raider who's models are serious screwed up and gaps in the textures for the Galaxy(x) class i have now implemented fixes for all Starfleet ships which puts me over half way done on ship related fixes :)
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They are impressive models, it's a shame they've been sitting around untouched!. I didn't go through all of the ship models but i did notice the Galaxy Class had missing textures, is the mod salvageable?
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the issue with the galaxy ships seems to be a pcs2 as reloading them in techroom doesn't show the problem. the borked ship models seem to load ok in FS2 but cause strange errors with calculating MoI and they dont export to dae properly so I cant try and fix it along with a strange bounding box issue in blender.
as for how salvageable aside from the ships mentioned + the Jem' attack cract which has the same issue I think I have the ships working now under 3.6.14RC1 debug and I am now looking at a small number of weapons related issues. The MoI issue might cause some unexpected movement behaviour in mission but as ST doesn't have a lot in the way of kinetic weapons it shouldn't be balance breaking though shock waves might cause weirdness.
After that I will put together a test mission in Fred and run it through a few times, if that is all OK then I think the mod is fit to be worked on
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A lot of Star Trek weapons have a kinetic effect headdie :<
Inertial Stabilisers and general engine power are what keeps things in place..
Things that definitely have a kinetic impact;
TNG and onwards generation standard phasers.
Photon Torpedoes (any time period).
Quantum Torpedoes.
Klingon Disruptors.
Breen and Cardassian Disruptors.
Pulse Cannons (On the NX lines of ships, that is to say Defiant etc)
Jem'hadar weapons (Phased Polaron Cannons was it?).
Gravimetric torpedoes (Borg Torps - though iirc these are designed more to rip the ship apart than knock it around).
There are some others but generally not used.
I tried to rank them in the order of the kinetic kick they give the target too.
*If you meant projectile rather than kinetic then feel free to ignore :P
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fair enough then, would this be a good time to mention i haven't watched an episode in about 6 months lol.
edit
in other news with commenting out some missing techroom anis in the weapons they now all load in the techroom. time to fire up a debug of FRED and seeing what hits me there :D
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Got a few errors but nothing serious. time to play spot the ship
(http://img97.imageshack.us/img97/8519/federation.png) (http://imageshack.us/photo/my-images/97/federation.png/)
Uploaded with ImageShack.us (http://imageshack.us)
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Holy crap windows XP. >_> (And I'm fairly certain those were pre-3.6.9)
The only thing I remember when I tried to fix this pack a couple of years ago was that the model hierarchies are all jacked up and maybe a result of that was the crashing of FSO whenever a ship, say, the Constitution, would blow up.
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yer my system is old enough that upgrading from XP would stop me playing games like crysis 1 so I am sticking with it until i can scrape the money together to build a new rig.
as for the assets, i just spent a couple of hours taking the Freedom class back to to the modelling phase to separate out the phasers to make the turrets, along with the warp nacelle to make the engine subsystem and just about to test it. Much of the simple stuff like having subsystem flags applied to destroyed turrets I have sorted now. As I said earlier I am fixing this to 3.6.14RC standards so should be fairly future proof when I have done and easily fixed where not
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What's the ship on the very far left? The Enterprise J? (Universe Class was it?)
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that is what it claims to be though class name is not given just EntJ but it looks like the schem in Enterprise
I have noticed some notable absences here such as Excelsior and Ambassador which I am hoping to locate usable models for.
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Well, as you can see several ships works perfectly except for some which crash the game during explosion.
Here an old video I made when using some assets of this Star Trek package.
http://www.youtube.com/watch?v=eUS4y6BEoAc
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So how did you figure out what ships worked and what didn't?, The reason why i was looking for some ships out of star trek was for some kind of crossover altered universe missions, nice video clip BTW!
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Well, I tested each ship and see what's happen in-game. In the other hand, I modified the table to make it works in my mods so, I don't have errors that came with the VP.
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I see, the problem i have is that i only have a vague understanding of fixing a mod with these errors, headdie has very kindly offered to look at the mod and following his posts making some progress.
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didn't stardragon have an impressive collection of trek models (among others)?
Shame is, he hasn't been around lately, but it could be interesting should he donate them to the community...
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His HD crashed and he lost most of them IIRC.
Also, they were inferior to Omni's models.
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shame! I believe he also had some other interesting stuff! S:aab and robotech to be exact...
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quick update on this I have it down to 6 errors with placing every ship into FRED 3.6.14RC1 debug
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expect an upload in the morning :D
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Double Post to :bump: with this update
try this
http://www.mediafire.com/?r8155tix9op8nep
a few notes. danube, marquis raider, and jem'hadar attack craft are in a separate VP in a separate folder because they are still borked and the models still need replacing to fix the errors, if you want to use them move the vp into the same folder as the rest of the vp files
have fun
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ok i downloaded them and they're now working in game yay!!...... your the man headdie!! :)
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Federation starship USS Sovereign & Babylon 5 Earth Alliance Omega class destroyer together!!....impossible?? lol!!
[attachment deleted by a basterd]
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Also, they were inferior to Omni's models.
No. They WERE Omni's models. For a little bit I worked with him to sort out hierarchies and add invisible us objects for phasers. I got really busy with school back he went on by himself.
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currently i m fixing the onmi ship pack of startrek, i have around 80% bugs fixed so far, mois, tables, can alraedy fly capital ships have balanced some of them fixed some of teh crashes when ships explode.
also alraedy fixed sounds for some ships, scales and well all sort of stuff.
here are 2 videos of work in progress i have done so far:
old one = defiant vs constitution
http://www.youtube.com/watch?v=ufexgXQTqBU&context=C2c895ADOEgsToPDskJinW-zoYtEzkdMux0DBDUa
Newer
galaxy. constitution, sovereign, defiant, intrepid raider fight.
http://www.youtube.com/watch?v=cV6GESToWLw&context=C22b06ADOEgsToPDskI1-vezvQzoRUqKyOZOlv0K