Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: HLD_Prophecy on August 24, 2015, 09:22:19 pm
-
Hey all!
So I'm new to HLP and stuff. Yayz! :)
I am trying to solve a modding problem and would like some help. Here's the deal, broken into mini-wheat bite-sized bits!
1. I am using a ships.tbl here. My plan is to wipe the ships slate clean, and make my own catalog of custom ships. Other tables are tbms.
2. I want to add the Claymore Mark 1 as my first ship. This will be the default player ship.
3. I would like to use the updated 2011 INFR1 model dump. You know, shiny HTL and all that good stuff. But i need to use the table from the original release. Both tables and updated models n' maps I got from the wiki.
4. I edited the table to refer to the updated model .pof, which has a different title.
And of course I get an error when I try to run FRED 2 Open 3.7.2 RC5 to test the mod. :P
Can't open model file <>
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
There's a catch: I know that this can work. I made a practice mod that never went anywhere some time ago, and I know I got the Claymore MK. 1 with HTL model to work just fine (I was using a .tbm back then, BTW).
Can anyone give me a hand, please?
Much thanks!
~PVD Hope
-
Welcome to HLP! :D
Run your mod in the debug build, and post a debug log (as attachment.) The debug log is found under root Freespace 2 folder/data/fs2_open.log.
Also, could you post the Claymore I's entry in your ships.tbl?
-
Also, grab 3.7.2 Final rather than using RC5.
-
What they said.
(3.7.2 Final (http://www.hard-light.net/forums/index.php?topic=89597.0), if you need a link.)
-
Okey dokey.
To everyone who advised me to switch to the final build, Vielen Dank! I didn't know that it was out. :) I have done so now.
My mod launches successfully in the debug build. No ships are visible in the tech room. Debug text is attached.
Also, here is the Claymore Mk. 1 table data that I'm using. I should mention that I've changed the name to Comet for the mod and removed tech room description text:
$Name: Comet
$Short name: Comet
$Species: Terran
+Type: XSTR("Recon/Interceptor", 2969)
+Maneuverability: XSTR("Excellent", 2970)
+Armor: XSTR("Light", 2971)
+Manufacturer: XSTR("", 2972)
+Description: XSTR(" ", 2973)
$end_multi_text
+Tech Description:
XSTR("", 2974)
$end_multi_text
+Length: 19 m
+Gun Mounts: 3
+Missile Banks: 1
$POF file: INF_Claymorex1.pof
$Detail distance: (0, 180, 300, 1100)
$ND: 255 0 0;;red side lights
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.3
$Max Velocity: 0.0, 0.0, 105.0
$Rotation time: 1.8, 1.8, 1.4
$Rear Velocity: 0.0
$Forward accel: 2.5
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Maxim")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Circe" )
$Default PBanks: ( "Prometheus S" "Prometheus S" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 40 )
$Shields: 600
$Shield Color: 100 100 255
$Power Output: 2.5
$Max Oclk Speed: 95.0
$Max Weapon Eng: 150.0
$Hitpoints: 290
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Major
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 170.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 100.0
+Aburn Rec Rate: 45.0
$Countermeasures: 40
$Scan time: 2000
$EngineSnd: 126
$Closeup_pos: 0.0, 0.0, -17
$Closeup_zoom: 0.5
$Shield_icon: shieldclay1
$Ship_icon: iconClaymore
$Ship_anim: techClaymore
$Ship_overhead: loadClaymore
$Score: 10
$Trail:
+Offset: 0 2.18 -3.2
+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: 0 -2.18 -3.2
+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: sensors, 10, 0.0
$Subsystem: communications, 10, 0.0
$Subsystem: weapons, 10, 0.0
$Subsystem: navigation, 10, 0.0
$Subsystem: engine, 35, 0.0
This is the only ship in the .tbl file. I have a Start and End tag before and after it, with absolutely no other text. Did I forget something?
[attachment deleted by nobody]
-
Ships.tbl doesn't work like a -shp.tbm structurally, since the tbm is designed, essentially, to slot an entry into an already existing tbl file. You need things other than Start and End tags to make a tbl work.
If you look on the ships.tbl wiki page (http://www.hard-light.net/wiki/index.php/Ships.tbl) you can see the structure that you should have for a single-ship .tbl file, in that case, the Ulysses. By copying the example, and changing the relevant data, you get this:
#Default Player Ship
$Name: Comet
#End
#Engine Wash Info
$Name: Default
$Angle: 10.0
$Radius Mult: 1.2
$Length: 400
$Intensity: 1.0
#End
#Ship Classes
$Name: Comet
$Short name: Comet
$Species: Terran
+Type: XSTR("Recon/Interceptor", 2969)
+Maneuverability: XSTR("Excellent", 2970)
+Armor: XSTR("Light", 2971)
+Manufacturer: XSTR("", 2972)
+Description: XSTR(" ", 2973)
$end_multi_text
+Tech Description:
XSTR("", 2974)
$end_multi_text
+Length: 19 m
+Gun Mounts: 3
+Missile Banks: 1
$POF file: INF_Claymorex1.pof
$Detail distance: (0, 180, 300, 1100)
$ND: 255 0 0;;red side lights
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.3
$Max Velocity: 0.0, 0.0, 105.0
$Rotation time: 1.8, 1.8, 1.4
$Rear Velocity: 0.0
$Forward accel: 2.5
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Maxim")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Circe" )
$Default PBanks: ( "Prometheus S" "Prometheus S" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 40 )
$Shields: 600
$Shield Color: 100 100 255
$Power Output: 2.5
$Max Oclk Speed: 95.0
$Max Weapon Eng: 150.0
$Hitpoints: 290
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Major
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 170.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 100.0
+Aburn Rec Rate: 45.0
$Countermeasures: 40
$Scan time: 2000
$EngineSnd: 126
$Closeup_pos: 0.0, 0.0, -17
$Closeup_zoom: 0.5
$Shield_icon: shieldclay1
$Ship_icon: iconClaymore
$Ship_anim: techClaymore
$Ship_overhead: loadClaymore
$Score: 10
$Trail:
+Offset: 0 2.18 -3.2
+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: 0 -2.18 -3.2
+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: sensors, 10, 0.0
$Subsystem: communications, 10, 0.0
$Subsystem: weapons, 10, 0.0
$Subsystem: navigation, 10, 0.0
$Subsystem: engine, 35, 0.0
#End
$Player Ship Precedence: (
"Comet")
Give that a go as your ships.tbl and see if it helps.
-
ZOMG! It shows up perfectly in FRED now! And the mod launches great, with Comet visible in the tech room! Thanks a bunch! ;)
Now, I do want to understand things a bit better here: So, a .tbl entry needs some extra start and end tags, plus a few extra fields, to make it work properly? And I will need to carefully edit every ship.tbm-type entry I add?
Nevermind, after actually reviewing the article (sorry, being n00b here) I understand what I need to do. Thanks so much!
BTW, I am currently working on a mod and campaign, as I said, so I will probably show up back here again soon. And again. And maybe again... until it's done. :P