Author Topic: Ship errors on (sort of) self-created ship  (Read 3007 times)

0 Members and 1 Guest are viewing this topic.

Ship errors on (sort of) self-created ship
My current project is converting one the asteroids in FS into a planetoid. I have been mostly successful, but there are a few snags. Progress: I supersized an asteroid into planetoid porportions, inserted a modified "asteroid" table entry (in the ships.tbl) to make it a "ship". But, problems:

#1. The model file is intact, AFAIK, but it isn't showing up in the tech room or in the little target box in-game. I am able to see it perfectly well though.
#2. I seem to have activated a piece of unused code. When I try putting this into a mission, my HUD says: "Too close to planet. Taking damage.", and I get the "blast" alert. However, my ship takes no damage.
#3. When I try blowing it up (via "self-destruct" SEXP) the game crashes.

Any ideas? I'm attaching the table entry. Keep in mind that I am very new at table entry writing, so the values may be totally bogus...

[attachment deleted by admin]
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Flipside

  • əp!sd!l£
  • 212
Re: Ship errors on (sort of) self-created ship
Don't name it anything with the word 'Planet' in it, the game had some old code built in that was supposed to support planets but it never got finished, but also wasn't removed. Simply changing the object name to 'BigAsteroid' or something will fix at least problem 2 ;)

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: Ship errors on (sort of) self-created ship
I think it might be the Shockwave speed, but I'm not sure.

 
Re: Ship errors on (sort of) self-created ship
Update: Changed name to "Giant Asteroid", so the planet code isn't coming up anymore, but it still crashes when the big chunk of rock is supposed to explode, and it still doens't appear in the techroom or target box.


Snail: Changed shockwave speed to 600, didn't do anything.


I wonder.... do you have to do anything special to the model to allow explosion propagation? Because I have that set on "yes".
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Flipside

  • əp!sd!l£
  • 212
Re: Ship errors on (sort of) self-created ship
You need to have add IN TECH DATABASE to the flags list for it to show up there, that should at least fix another problem ;)

 

Offline Cobra

  • 212
  • Snake on a Cain
    • Skype
    • Steam
    • Twitter
Re: Ship errors on (sort of) self-created ship
ok, i think i found your problem. you're missing the Shockwave count flag. it should seem something like this:

Code: [Select]
$Name:                          Giant Asteroid
$Short name:            GAsteroid
$Species:                       Terran
$POF file:                      Planetoid.pof
$Detail distance:       (0, 5000, 25000)
$Show damage:           YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.2
$Max Velocity:          0.0, 0.0, 25.0
$Rotation time:         0.0, 0.0, 0.0
$Rear Velocity:         0.0
$Forward accel:         20.0
$Forward decel:         10.0
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        700.0
$Expl outer rad:    8000.0
$Expl damage:           1000.0
$Expl blast:        8500.0
$Expl Propagates:       YES                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       750.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 3 [Do spaces count? I forget, haven't dabbled in tables for a while.]
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:                       0
$Power Output:          100.0
$Max Oclk Speed:        8.0
$Max Weapon Eng:        0.0
$Hitpoints:                     1000000
$Flags:                         ("big damage" "supercap")
$AI Class:                      Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:                     20000
$EngineSnd:       -1                    ;; Engine sound of ship
$Closeup_pos:           0.0, 1.0, -14
$Closeup_zoom:          0.5

plus i scaled down the hitpoints to colossus HP. i think that might have been the problem as well. if not, go ahead and leave it at the original HP.
« Last Edit: September 16, 2006, 08:43:59 pm by Cobra »
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 
Re: Ship errors on (sort of) self-created ship
The Hitpoints were ridiculously high for storyline purposes. Storyline purposes are also the reason there's such a huge explosion. But this is an Inferno ships.tbl, and I'm pretty sure the Gigas has 100,000,000+ hitpoints.  :D


Yeah, now I think about it, shockwave counts would be quite important. I'll add those and see what that does. That table entry was copied (and modified) from the "asteroid" entry in the main game. The shockwave counts tag wasn't in there.


EDIT: Aw, crap. That didn't do it, although it took the game a few extra seconds to crash. I'll see if turning Explosion Propagation off does anything....

EDIT2: Hmm. Turning off Explosion Propagation allows it to self-destruct, but now it crashes when Integrity drops to 11%. Could the Supercap flag be interfering with the self-destruct SEXP?
« Last Edit: September 16, 2006, 10:23:36 pm by Dark Hunter »
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Cobra

  • 212
  • Snake on a Cain
    • Skype
    • Steam
    • Twitter
Re: Ship errors on (sort of) self-created ship
hmm. i don't think so.

man, i'm giving myself a headache.

I wonder if debris has anything to do with it?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Ship errors on (sort of) self-created ship
LALALA planet as a fighter (play dead) test from long ago, death never caused a crash...



"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... :)

 
Re: Ship errors on (sort of) self-created ship
Just how big is that planet?  I'd love to see really really massive maps, but I'm sure that would require a larger bit number type (double float?)
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
Re: Ship errors on (sort of) self-created ship
I never did anything beyond that cause all the planet talk back then (but apparently fizzeled out until a few years later OMNISCAPER did some atmosphere tests and then the deathstar LOD video)...

I found it, it was only 4km sphere (a small moon)

Just use a fighter table as I did, adjust hit points and in fred play dead to prevent movement and it SHOULD at least blow up without a crash for you...

Hope this gets you on the right track for what you eventually want to achieve...



[attachment deleted by admin]
"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... :)

 
Re: Ship errors on (sort of) self-created ship
Ok I did some comparisions to other POFs I have, and I have found that:

A) There is no debris defined.

B) Somehow, during the conversions, the LOD's became.... submodels. Hmmmmm.....

I am new at this, once again, and correct me if I'm wrong, but you use PCS for these details right? If so, someone point me in the right direction for fixing these?
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Vasudan Admiral

  • Member
  • 211
    • Twisted Infinities
Re: Ship errors on (sort of) self-created ship
Can you post the cob/scn you used to convert? Or a screenie of your hierarchy as seen in TS?
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 
Re: Ship errors on (sort of) self-created ship
Here is the .cob. It is essentially one of the normal FS2 asteroids converted to cob, then blown up. Converted both ways using PCS.

[attachment deleted by admin]
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Vasudan Admiral

  • Member
  • 211
    • Twisted Infinities
Re: Ship errors on (sort of) self-created ship
Ah - it's just that the hierarchy PCS generates when converting from Pof=>Cob isn't immediately ready for the conversion back. :)

Do this with the hierarchy:
- Drag each level of detail (asta - astd) one by one up to the Scene Animation level at the top. The "FreeSpace Model" bit should vanish, leaving you just with the LODs. (if it's only showing asta, astb and astc or some similar incomplete combination, hit F5 to refresh it)
- Rename 'asta' to 'detail0', 'astb' to 'detail1' and so on.
- Now drag detail1, 2 and 3 onto detail0 in that order.

You should now end up with the image on the right:

And that should convert properly. :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 
Re: Ship errors on (sort of) self-created ship
:bump:

WHEEE! That hierarchy reorganization did it! It is now fully functional in the game! :D

Two finishing touches:

#1. Its picture still doesn't appear in the techroom or in the target box. Why?? :confused:
#2. Debris. Needs some. This thing's so large it'd probably leave an entire asteroid field behind! But... how to program debris ino it?
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline BS403

  • 29
  • I'm just sitting in my Cave.
Re: Ship errors on (sort of) self-created ship
Look in the table for the $Closeup_pos: the tell its how far from the center of the object the camera is. inrease the third number until it come into view
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!

 
Re: Ship errors on (sort of) self-created ship
Problem number 1 fixed (speedy reply too! :yes: )

Now about that debris...
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Vasudan Admiral

  • Member
  • 211
    • Twisted Infinities
Re: Ship errors on (sort of) self-created ship
Debris is done just like the Lods - each piece (you've gotta model all the pieces) has a local light glued to it, and the names start at "debris01" onwards. Unfortunately, that means you'll need to reconvert the model and re-import all the pof data from your current one.

(Just make sure you back your current one up, or you'll reconvert the cob, save the pof model over your previous one, go to re-import all the data from your previous one, and think "....Crap." ;) )
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

  

Offline vyper

  • 210
  • The Sexy Scotsman
Re: Ship errors on (sort of) self-created ship
About the massive maps someone mentioned - don't. FS2 doesn't like it. I tried for months to get it to work for a life-like Earth. Much crashing ensued.
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14