Author Topic: HOw do you put together a mod?  (Read 9671 times)

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Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
Re: HOw do you put together a mod?
Kk. What else do you need help with?
Gettin' back to dodgin' lasers.

 
Re: HOw do you put together a mod?
ok, i put the GTF donar pof in models, put a ships table (i set donar as the default player ship, added the engine trails from INFA, and then put in the entry in for it and the claymor,e which i cant seem to find the textures too, wilkl have that fixed soon) and put the donar textures in the maps folder of the vp, started up fred, and guess what: nothing happend
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Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: HOw do you put together a mod?
and if you're doing about 6 ships and 3 fred missions?

(the ships are: GTF claymore, GTF Donar, GTGs Antwerpen, GTB Peregine, EAF Leathe, Barracuda, Gas miner)


Code: [Select]
..\FreeSpace2\
 Mod\
 |_data\
 |  |
 |  |_maps\
 |  |  |_<textures for the ships and skyboxes - *.tga, *.dds>
 |  |
 |  |_missions\
 |  |  |_<mission (and campaign) files - *.fs2, *.fc2>
 |  |
 |  |_models\
 |  |  |_<model files of the ships you want to include... as well as the cached model files - *.pof>
 |  |
 |  |_cache\
 |  |  |_<cached versions of the models - *.ibx>
 |  |
 |  |_tables\
 |  |  |_<all the table files, use modular tables preferably - *.tbm, *.tbl>
 |  |
 |  |_effects\
 |  |  |_<all the effects you need - explosions, shockwaves, weapon effects, beam textures, nav lights, background images... - *.tga, *.dds>
 |  |
 |  |_<all other subdirectories you might need - for what you described, the mentioned should suffice, though>\
 |
 |_mod.ini (not strictly necessary, but if you want to include it, if goes directly into the mod folder, not data or any subdirectory)
 |
 |_modlogo.bmp (not necessary either, but this image can be shown in the launcher if the mod.ini is configured to show one)


Any help?
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: HOw do you put together a mod?
whats a modular table?
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Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: HOw do you put together a mod?
It's pretty much the same as normal table but instead of replacing/overriding the whole previous table, modular tables can be used to alter or add a few relevant entries in another table.

Hard Light Wiki is your friend! :p
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: HOw do you put together a mod?
................. this isn't working!
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Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: HOw do you put together a mod?

Master Yoda is not impressed with your display of patience.

What, exactly, is not working?

Start easy. Put the missions in ..\FreeSpace2\ModFolder\data\missions\, activate the mod either via Mod tab or by adding -mod ModFolder (if you wanna use mediaVP's too, the cmdline option would be -mod ModFolder,mediavps) to the custom command line, and then go to the tech room mission simulator and see if the missions are there. If they are visible, then you know you have the mod folder activated for sure.

Then start adding things. Create a ..\FreeSpace2\ModFolder\data\tables\ directory and create a file called Titanmod-shp.tbm, which will work as a modular ships table, which adds your ships to whatever other ships you are using

Then paste one of the ship entries into the table. Pay attention to the syntax or it'll give table errors. Use the HLWiki article about tables as reference.

Then, add the appropriate ship model and it's maps to ..\ModFolder\data\models and ..\maps respectively.

Now, start up the game. Assuming you don't meet table errors that prevent you from doing anything at all, go to either tech room or F3, and look if the model has appeared to the list of ships. Assuming it is in the list, try selecting it. If the model is correctly tabled and table entry refers to existing model, it should appear on the screen.

If it doesn't, don't start whining, instead check file names and table entry for errors (although it should give table errors anyway if you're using erroneous notation and stuff).
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: HOw do you put together a mod?
i cant fred without the ships working... maybe i should try the corsair first? it already has a table and stuff. and im only using the elysium; other then that, its all mod ships.
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Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: HOw do you put together a mod?
Make it so.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

  

Offline Wanderer

  • Wiki Warrior
  • 211
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Re: HOw do you put together a mod?
:wtf:

Why does there seem to be always masses of 'helpers' shouting at newbies 'PUT IT TO VP FILE'... VP file is no magical 'fix-it-all' you have to get everything to work without VP files before you should even start considering the use of VP files. You should start thinking of vp files only after you have done the modding and all the related mission editing is done, and not a single moment sooner.

Have you added the -mod ModFolder to the FRED's command line?

Are you certain you aren't exceeding the current limits for the ships?
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: HOw do you put together a mod?
whats the limit, and yes, i have the fred commandline worked out. heres the table, im only doing 3 ships to start out, to see if this works.

Code: [Select]
#Default Player Ship
$Name: GTF Donar
#End
#Engine Wash Info

$Name: Default
$Angle: 10.0
$Radius Mult: 1.2
$Length: 400
$Intensity: 1.0

$Name: Default100
$Angle: 12.0
$Radius Mult: 1.2
$Length: 100
$Intensity: 1.0

$Name: Default150
$Angle: 10.0
$Radius Mult: 1.2
$Length: 150
$Intensity: 1.0

$Name: Default200
$Angle: 10.0
$Radius Mult: 1.2
$Length: 200
$Intensity: 1.0

$Name: Default300
$Angle: 8.0
$Radius Mult: 1.2
$Length: 300
$Intensity: 1.0

$Name: Default500
$Angle: 7.0
$Radius Mult: 1.2
$Length: 500
$Intensity: 1.0

$Name: Default700
$Angle: 7.0
$Radius Mult: 1.2
$Length: 700
$Intensity: 1.0

$Name: Default800
$Angle: 6.0
$Radius Mult: 1.2
$Length: 800
$Intensity: 1.0

$Name: Default900
$Angle: 6.0
$Radius Mult: 1.2
$Length: 900
$Intensity: 1.0

$Name: Default1000
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1000
$Intensity: 1.0

$Name: Default1100
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1100
$Intensity: 1.0

$Name: Default1500
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1500
$Intensity: 1.0

#End

#Ship Classes

$Name: GTF Donar

$Short name: fighterR-3t

$Species: Terran

+Type: XSTR("Advanced Space Superiority", 2987)

+Maneuverability: XSTR("Average", 2988)

+Armor: XSTR("Average", 2989)

+Manufacturer: XSTR("Santiago-Fetter", 2990)

+Description: XSTR(" ", 2991)

$end_multi_text

+Tech Description:

XSTR("Upon reopening the Sol node, RNI systems remerged with their

long-lost Sol division, creating the new Aerodyne corporation. The

Donar was the first combat fighter to result from the merger, designed

as a Terran alternative to the lighter armed Heset class. Nicknamed

the 'Thunderbug' by it's pilots, the Donar is the modern day successor

to the Hercules and Erinyes line of fighters.", 2992)

$end_multi_text

+Length: 16 m

+Gun Mounts: 8

+Missile Banks: 3

$POF file: fighterR-3t.pof

$Detail distance: (0, 180, 300, 1100)

$Show damage: YES

$Density: 1

$Damp: 0.2

$Rotdamp: 0.32

$Max Velocity: 0.0, 0.0, 80.0

$Rotation time: 3.0, 3.0, 6

$Rear Velocity: 0.0

$Forward accel: 2.0

$Forward decel: 3.25

$Slide accel: 0.0

$Slide decel: 0.0

$Expl inner rad: 35.0

$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" "Subach HL-9" "Akheton SDG" "Morning

Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )

$Allowed Dogfight PBanks: ( "Lamprey" "Prometheus D" "MorningStar D"

"Circe" )

$Default PBanks: ( "Prometheus R" "Subach HL-7" )

$Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet"

"Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" )

$Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" )

$Default SBanks: ( "Rockeye" "Tornado" "Tempest" )

$SBank Capacity: ( 20, 20, 40 )

$Shields: 400

$Shield Color: 100 100 255

$Power Output: 2.25

$Max Oclk Speed: 120.0

$Max Weapon Eng: 170.0

$Hitpoints: 285

$Flags: ( "player_ship" "fighter" "in tech database")

$AI Class: Captain

$Afterburner: YES

    +Aburn Max Vel: 20.0, 20.0, 135.0

    +Aburn For accel: 0.8

    +Aburn Fuel: 350.0

    +Aburn Burn Rate: 60.0

    +Aburn Rec Rate: 35.0

$Countermeasures: 36

$Scan time: 2000

$EngineSnd: 126

$Closeup_pos: 0.0, 0.0, -30

$Closeup_zoom: 0.5

$Shield_icon: shieldft-05

$Ship_icon: iconfighter2t-05

$Ship_anim: ssfighter2t-05

$Ship_overhead: loadfighter2t-05

$Score: 10

$Trail:

    +Offset: 12.75 -3.25 -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: -12.75 -3.25 -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: 3.25 5.8 -6.5

    +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: -3.25 5.8 -6.5

    +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: engine01, 15, 0.0

$Subsystem: engine02, 15, 0.0

$Subsystem: engine03, 10, 0.0


$Name: GTF Claymore

$Short name: Claymore

$Species: Terran

+Type: XSTR("Recon/Interceptor", 2969)

+Maneuverability: XSTR("Excellent", 2970)

+Armor: XSTR("Light", 2971)

+Manufacturer: XSTR("Hans-Ronald Corp", 2972)

+Description: XSTR(" ", 2973)

$end_multi_text

+Tech Description:

XSTR("The GTF Claymore was designed to replace the Loki scout fighter,

but has found a wide variety of regional uses in the GTVA. First

introduced shortly after the destruction of Capella five years ago,

the Claymore has established itself as a pilots' favorite. Cheap to

mass-produce, versatile and very agile, the Claymore can be found in

all corners of the Allied fleet and is also used by several local

police forces and private security firms. The Claymore's 'big

brother,' the Claymore Mark II, has recently been introduced to

continue the line.", 2974)

$end_multi_text

+Length: 19 m

+Gun Mounts: 3

+Missile Banks: 1

$POF file: claymore.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, -25

$Closeup_zoom: 0.5

$Shield_icon: shieldClaymore

$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


$Name: GTF Hercules Mark III

$Short name: TFight22

$Species: Terran

+Type: XSTR("Heavy Assault", 2951)

+Maneuverability: XSTR("Average", 2952)

+Armor: XSTR("Heavy", 2953)

+Manufacturer: XSTR("RNI Systems", 2954)

+Description: XSTR(" ", 2955)

$end_multi_text

+Tech Description:

;XSTR("The GTF Hercules Mark III.", 2956)

XSTR("Hercules Mk.III is a new heavy assault fighter. Some Herc2

pilots point to weakness about its primary firepower. To solve this,

Herc3 has 8 primary gunmounts and high-powered engine provides

sufficient energy to these guns.

This power also increased topspeed and afterburner power. However,

this causes decreasing missile capacity.", 2956)

$end_multi_text

+Length: 22 m

+Gun Mounts: 8

+Missile Banks: 2

$POF file: HERC3.pof

$Detail distance: (0, 180, 300, 1100)

$Show damage: YES

$Density: 1

$Damp: 0.25

$Rotdamp: 0.4

$Max Velocity: 0.0, 0.0, 60.0 ;; in x/y/z -- z only specified forward.

use special tokens for backward movement

$Rotation time: 3.8, 4.2, 3.8

$Rear Velocity: 0.0

$Forward accel: 3.6

$Forward decel: 1.3

$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 ;; 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

$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star"

"Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim"

)

$Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Lamprey"

"Circe" )

$Default PBanks: ( "Subach HL-7" "Prometheus R" )

$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Infyrno"

"Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" )

$Allowed Dogfight SBanks: ( "Harpoon D" "Infyrno D" "Tornado D"

"Piranha" )

$Default SBanks: ( "Harpoon" "Hornet" )

;$SBank Capacity: ( 80, 100 )

$SBank Capacity: ( 64, 80 )

$Shields: 610

$Shield Color: 100 100 255

;$Power Output: 3.0

$Power Output: 5.0

$Max Oclk Speed: 70.0

;$Max Oclk Speed: 65.0

$Max Weapon Eng: 180.0

$Hitpoints: 275

$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech

database" )

$AI Class: Captain

$Afterburner: YES

    +Aburn Max Vel: 0.0, 0.0, 130.0

    +Aburn For accel: 0.75

    +Aburn Fuel: 420.0

    +Aburn Burn Rate: 55.0

    +Aburn Rec Rate: 29.0

$Countermeasures: 25

$Scan time: 2000

$EngineSnd: 126 ;; Engine sound of ship

$Closeup_pos: 0.0, 0.0, -30

$Closeup_zoom: 0.5

$Shield_icon: shieldHERC3

$Ship_icon: iconHERC3

$Ship_anim: ssHERC3

$Ship_overhead: loadHERC3

$Score: 12

$Trail:

    +Offset: 6.05 4.62 -7.5

    +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: -6.05 4.62 -7.5

    +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: 6.05 -4.62 -7.5

    +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: -6.05 -4.62 -7.5

    +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 -6.8 -5.5

    +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
« Last Edit: October 08, 2007, 01:02:56 pm by karajorma »
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Offline Wanderer

  • Wiki Warrior
  • 211
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Re: HOw do you put together a mod?
Use <code> tags just put '[' and ']' instead of '<' and '>'... Then... Is that the full ships.tbl?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Nuke

  • Ka-Boom!
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  • Mutants Worship Me
Re: HOw do you put together a mod?
you dont need to put a mod together it just sorta piles up on its own :D
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
Re: HOw do you put together a mod?
didn't work
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Offline Wanderer

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Re: HOw do you put together a mod?
In forums when posting such massive bits of info...

Well... If that is the full ships.tbl it lacks certain entries like '#End' for the ship classes section as well as the preferred player ship
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: HOw do you put together a mod?
:wtf:

Why does there seem to be always masses of 'helpers' shouting at newbies 'PUT IT TO VP FILE'... VP file is no magical 'fix-it-all' you have to get everything to work without VP files before you should even start considering the use of VP files. You should start thinking of vp files only after you have done the modding and all the related mission editing is done, and not a single moment sooner.

Yep. On top of that if someone is unable to get their mod to work using moddir\Data subfolders then using a VP file won't help them in the slightest. Whatever they're doing wrong with a moddir will continue to be wrong and in addition now we've also got the problems associated with incorrectly making a VP file to boot. Without being able to fall back to the moddir to figure out why.

Which all in all makes advising someone to make a VP file right at the start of a mod go from simply being an unnecessary first step and a pain in the arse in further work on the mod to actually being a large obstacle that causes multi page discussions like this one over something that didn't need to be done in the first place.

Titan, you do NOT need to make a VP. You should channel your efforts into getting the files to work in a Moddir folder like \Freespace2\Titan'sMod\Data
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
Re: HOw do you put together a mod?
I told him because he asked.
Gettin' back to dodgin' lasers.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: HOw do you put together a mod?
Mobius's reply totally derailed you...

Wanderer explained it more eloquently than I would have that you need to ignore the VP route for now (consider it a advanced task when you can't master a basic funcion yet). You need to get your mod(s) working first.

Herra's post (#5) was what you needed, but again he should have not mentioned vp's at all and said you need to have all you folders in your mod folder.

I'm one of the most unskilled people on this forum and if I can do it it don't look good on others.  :drevil:

Listen up we are only going to ride this train once:

This is you main FS2 Directory: Notice I got lots of mods, most stock or released, and a few I am actually working on :D

We will call your mod Titan for now, but for this example pretend it is TEST (see it below?)




Ok so you click on your MOD folder Titan you should see:
A folder called data
A pic [if you made one] (BMP 255x112)
a mod ini file if you mad eone (copy it from another mod and alter it)
The others came from NUke mod, I haven't messed with them yet, but they are not needed normally.




Clicking on data shows you the folders you should have: Fairly obvious



Maps in map folder (8bit pcx for us old timers) :D (Or dds jpg, tga for you youngins), models in models etc.. So click on tables...



You only need concern yourself with the original SHIPS and or weapons tables (if you change any weapons)
There is a ship limit to FS2 so if you go over (120?) edit out the existing ones will you do not exceed that number anymore. Get rid of ships you KNOW you won't need in the campaign.

find an entry you like that has the right stats and simply change the name of the .pof used and name of the entry at the top, or add a custom table in (copy/paste) in right spot.

How do you edit a ship table? Like this... When you are DONE only hit SAVE do NOT use SAVE AS!!!!!! This is very important as it will turn it into a .txt file if you do that. Hitting SAVE only keeps it a .tbl file (trust me).




After you've done all that only then are you ready for BUG testing of your campaign and then when everything is finalized (missions, voice acting, Effects, etc) you go for the you know whats......... The VP's...

If you do things right you start the lancher, hit MOD button and find your folder click it and see this after adding a pic and editing your copied ini file:



That's it finished...

Kara or someone else can cover anything I missed, but that's the noob tutorial of basic modding - With Pictures!. (WHEW!)
[Is anyone shocked?]  :lol:
« Last Edit: October 08, 2007, 02:17:48 pm by Getter Robo G »
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Re: HOw do you put together a mod?
yes  :D

ill try it out. wait- what did you say?
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Re: HOw do you put together a mod?
ok, i put it together like you said, and when i start fred, i get:


the instruction at "0x005f8d0b" referenced memory at "0x73656964". the memory could not be "read".

click on ok to terminate the program
click on cancel to debug the program


what?
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