Author Topic: TCS Formidable  (Read 11344 times)

0 Members and 2 Guests are viewing this topic.

Offline PotzUK

  • 28
    • PyroPort
Cheers Scooby :)

I'm using the hi-poly model view, but it gives

Error #6009:
Too many normals defined.
Should be <=30000

But not to worry!

 
Strange, works here... dunno
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline PotzUK

  • 28
    • PyroPort
Arg :)  Cannae get it to debug right;

I'm getting: 

Code: [Select]
Warning: Invalid subobj_num or model_num in subsystem 'engine01' on ship type 'ACS Formidable'.
Not linking into ship!

(This warning means that a subsystem was present in shivan-shp.tbm and not present in the model...

Now, WHY is it looking in a completely different ships table?!  I get the same for the other engines too. The shivan-shp file is a simple file adding a dead shivan model:

Code: [Select]
#Ship Classes

$Name:                  DeadShivan1
$Short name:            JBuoy
$Species:               Terran
$POF file:              shivandead.pof
$Detail distance:       (0, 100)
$Show damage:           YES
$Density:               1
$Damp:                  0.2
$Rotdamp:               0.2
$Max Velocity:          0.0, 0.0, 0.0
$Rotation time:         20.0, 20.0, 20.0
$Rear Velocity:         0.0
$Forward accel:         0.0
$Forward decel:         0.0
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        0.0
$Expl outer rad:        0.0
$Expl damage:           0.0
$Expl blast:            0.0
$Expl Propagates:       NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       0.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:                       0
$Power Output:          0.0
$Max Oclk Speed:        0.0
$Max Weapon Eng:        0.0
$Hitpoints:                     100
$Flags:                         ("no_collide" "navbuoy")
$AI Class:                      Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:                     2000
$EngineSnd:       135                    ;; Engine sound of ship
$Closeup_pos:           0.0, 1.0, -28
$Closeup_zoom:          0.5

#End

In non-debug it seems to work fine...

 
Don't worry about it looking in the wrong table. It seems to always do that.

Whats your ACS Formidable table entry look like?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline PotzUK

  • 28
    • PyroPort
It is identical to the one in the rar, with a few tweaks on the weapons side:

Code: [Select]
#Ship Classes

$Name:                          ACS Formidable
$Short name: TForm
$Species:                       Terran
+Tech Description: XSTR("" , -1)

$end_multi_text

$POF file:                      form1.pof
$Detail distance: (0, 500, 1200, 5500)

$Show damage: YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       2.0

$Max Velocity: 0.0, 0.0, 50.0
$Rotation time: 100.0, 100.0, 80.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0

$Slide accel: 0.0
$Slide decel: 0.0

$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES
$Shockwave Speed: 400.0
$Shockwave Count: 3

$Default PBanks: ()
$Default SBanks: ("Cyclops")
$SBank Capacity: (10000)

$Shields:                       10000
$Shield Color: 100 100 255
$Power Output: 80.0

$Max Oclk Speed: 65.0
$Max Weapon Eng: 100.0
$Hitpoints:                     60000

$Flags:                         ( "big damage"  "cruiser" "in tech database" "surface shields")
$AI Class:                      Captain

$Afterburner: NO

$Countermeasures: 0

$Scan time:                     2000

$EngineSnd: 128
$Closeup_pos: 0.0, 0.0, -500
$Closeup_zoom: 0.3

$Shield_icon:            shield-form

$Score: 800

$Subsystem:                     turret01,0.833,1.0
        $Default PBanks:        ( "Heavy Main Ancient Beam" "Heavy Main Ancient Beam" "Heavy Main Ancient Beam")
$animation: triggered
$type: initial
+relative_angle: 90,0,0

$Subsystem:                     turret02,0.833,1.0
        $Default PBanks:        ( "Heavy Main Ancient Beam" "Heavy Main Ancient Beam" "Heavy Main Ancient Beam")
$animation: triggered
$type: initial
+relative_angle: 90,0,0

$Subsystem:                     turret03,0.833,1.0
        $Default PBanks:        ( "Medium Pulse Beam")
$animation: triggered
$type: initial
+relative_angle: 90,0,0

$Subsystem:                     turret04,0.833,1.0
        $Default PBanks:        ( "Turret Tachyon Cannon" "Turret Tachyon Cannon" )
$animation: triggered
$type: initial
+relative_angle: 90,180,0

$Subsystem:                     turret05,0.833,1.0
        $Default PBanks:        ( "Turret Tachyon Cannon" "Turret Tachyon Cannon" )
$animation: triggered
$type: initial
+relative_angle: 90,180,0

$Subsystem:                     turret06,0.833,1.0
        $Default PBanks:        ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0

$Subsystem:                     turret07,0.833,1.0
        $Default PBanks:        ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0

$Subsystem:                     turret08,0.833,1.0
        $Default PBanks:        ( "MX-52" "MX-52")
$animation: triggered
$type: initial
+relative_angle: 90,180,0

$Subsystem:                     turret09,0.833,1.0
        $Default PBanks:        ( "Energy Flak")   
$animation: triggered
$type: initial
+relative_angle: 90,180,0

$Subsystem:                    turret10,0.833,1.0
        $Default PBanks:       ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0

$Subsystem:                    turret11,0.833,1.0
        $Default PBanks:       ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0

$Subsystem:                    turret12,0.833,1.0
        $Default PBanks:       ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0

$Subsystem:                    turret13,0.833,1.0
        $Default PBanks:       ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0

$Subsystem:                    turret14,0.833,1.0
        $Default PBanks:       ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0

$Subsystem:                    turret15,0.833,1.0
        $Default PBanks:       ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0

$Subsystem:                    turret16,0.833,1.0
        $Default SBanks:       ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 0,0,0

$Subsystem:                     engine01, 5,0.0
$Engine Wash: Default300

$Subsystem:                     engine02, 5,0.0
$Engine Wash: Default300

$Subsystem:                     engine03, 5,0.0
$Engine Wash: Default300

$Subsystem:                     engine04, 5,0.0
$Engine Wash: Default300

;$Subsystem: Bridge, 5,0.0
;$subsystem:     Radar, 5, 0.0

#End

 
Outside of replacing your heavy ancient beam with tachyons this is what was logged:

Loading model 'form1.pof'
IBX: Found a good IBX to read for 'form1.pof'.
IBX-DEBUG => POF checksum: 2193001721, IBX checksum: 2371292150 -- "form1.pof"
Loading form0.dds for the first time.
Loading form0-glow.dds for the first time.
Loading form0-shine.dds for the first time.
Loading turret.dds for the first time.
Loading form2.dds for the first time.
Loading form2-glow.dds for the first time.
Loading form2-shine.dds for the first time.
Loading bay1.dds for the first time.
Loading extras.dds for the first time.
Loading form3.dds for the first time.
Loading form3-glow.dds for the first time.
Loading form3-shine.dds for the first time.
Loading form1.dds for the first time.
Loading form1-glow.dds for the first time.
Loading form1-shine.dds for the first time.
Loading 0-hpart.dds for the first time.
Loading 0-beam2.dds for the first time.
Loading 0-beam1.dds for the first time.
Loading 0-beam1-glow.dds for the first time.
Loading 0-tach1.dds for the first time.
Loading 0-laser2.dds for the first time.
Loading 0-mis1.dds for the first time.
Loading 0-laser1.dds for the first time.
Frame  0 too long!!: frametime = 8.312 (8.312)


Which means everything went ok.  Which build are you using?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline PotzUK

  • 28
    • PyroPort
I get the error in both the 31/07 CVS build (my preferred build at the moment) and in the Taylor's patched RC5 build.  I've not tried RC6 because it does not have speed synthesis.

Here's the weapons table entry for the ancient beam:

Code: [Select]
; Form's main beams
$Name: Heavy Main Ancient Beam

$Model File: None
@Laser Bitmap: laserglow02
@Laser Color: 220, 220, 255
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3

$Mass: 100
$Velocity: 1600
$Fire Wait: 20

$Damage: 500
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0

$Lifetime: 30.0
$Energy Consumed: 0.30
$Cargo size: 0.0
$Homing: NO

$LaunchSnd: 125
$ImpactSnd: 88
+Weapon Range: 5000
$Flags: ("Big Ship" "huge" "beam" "supercap")
$Icon: icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life:   4.0 ;; how long it lasts once the beam is actually firing
+Warmup:   5000 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius:   50.0 ;; muzzle glow radius in meters
+PCount: 25 ;; particles spewed every interval
+PRadius: 1.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0.2 0.3 0.4 0.6 0.8 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow2 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 30 ;; width of the section
+Texture: beam-blue ;; texture for this section
+RGBA Inner: 205 205 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 220 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 50 ;; width of the section
+Texture: beam-white2 ;; texture for this section
+RGBA Inner: 150 150 180 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 30 30 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 60.0 ;; width of the section
+Texture: beam-white ;; texture for this section
+RGBA Inner: 225 225 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 70.0 ;; width of the section
+Texture: beam-white3 ;; texture for this section
+RGBA Inner: 0 0 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 0 0 255 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.5 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe


 
Hmmm I'm using build Goobers build 8/18..
I got the build what looks like RC5 http://www.hard-light.net/forums/index.php/topic,40886.0.html
Ok now I'm getting that error..
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline BS403

  • 29
  • I'm just sitting in my Cave.
 :yes: awesome glad you got it to work
http://woogleville.myminicity.com/

Homer: Aw, twenty dollars! I wanted a peanut!
Homer's Brain: Twenty dollars can buy many peanuts.
Homer: Explain how.
Homer's Brain: Money can be exchanged for goods and services.
Homer: Woo-hoo!

 
:yes: awesome glad you got it to work

Actually we didn't... it works good in goober's builds but taylers they produce errors
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline PotzUK

  • 28
    • PyroPort
Only in debug, in regular it plays and I can't see any problems - but I've not done any subsystem sexps on it yet  ;)

 
Nope, engines don't appear as subsystems in FRED..

Wait, do I have to have a Special entry for engines too?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
You need one for all subsystems. They won't appear in the game otherwise.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline PotzUK

  • 28
    • PyroPort
Arr, so is that a table thing, or something that needs to be done in the .pof ?

 
It's a rather simple pof editing thing, i need to make four special subsystems and place them around each of the engines.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Hey PotzUK:

  I see the Enterprise 1701 in your previous post.


   $Subsystem:                     turret01,0.833,1.0
   $Default PBanks:        ( "Large Turret Particle Cannon" )
        $animation:      triggered
        $type:         initial
       +relative_angle:   90,0,0



I need to go eat something!  :lol: 18 hours of Suikoden 3 will do that to you...
« Last Edit: August 27, 2006, 01:11:35 pm by Getter Robo G »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline PotzUK

  • 28
    • PyroPort

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
See it now? :)


[attachment deleted by admin]
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline PotzUK

  • 28
    • PyroPort
err, am I being totally dense here or something??  But no... i dont?

 
Hey PotzUK:

  I see the Enterprise 1701 in your previous post.


   $Subsystem:                     turret01,0.833,1.0
   $Default PBanks:        ( "Large Turret Particle Cannon" )
        $animation:      triggered
        $type:         initial
       +relative_angle:   90,0,0



I need to go eat something!  :lol: 18 hours of Suikoden 3 will do that to you...

HAHAAH I had my glasses off and I saw it...
Looks more like Enterprise D


PotzUK... look at the shape of that entry.... it's ASCII art  :lol:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"