Author Topic: New Fredder asking for help  (Read 6074 times)

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Offline Spidey-

  • 27
Re: New Fredder asking for help
no joy with the effects folder either
the text subtitles work fine
does anyone have  an example using the newer subtitle-image?

 
Re: New Fredder asking for help
Show-subtitle-image works with images placed in \interface too. And yes, JPG/TGAs are enabled by default nowadays.

 

Offline Spidey-

  • 27
Re: New Fredder asking for help
so...  :nervous:

am I supposed to write a table for the images? 'cause i didn't need to for sounds...

-edit: I looked at BP's intro and it turns out my TGAs weren't formatted properly
« Last Edit: December 30, 2010, 08:53:35 pm by Spidey- »

 
Re: New Fredder asking for help
so...  :nervous:

am I supposed to write a table for the images? 'cause i didn't need to for sounds...
No, you don't.

Quote
-edit: I looked at BP's intro and it turns out my TGAs weren't formatted properly
So it works now? Good!

 

Offline crizza

  • 210
Re: New Fredder asking for help
Well, I board this thread this time.
Is there a sexp which let one ship attack anything which dares to stray into weapon range?

 

Offline Shade

  • 211
Re: New Fredder asking for help
Capital ships will do that automatically. Fighters will also fight even if given no orders if an enemy comes too close, but if you want them to actually go hunting, use ai-chase-any. Finally, if you want them to go hunting but still stay in a general area, have them guard something there and they'll try to keep enemies away but not stray more than a couple of clicks from the object they're guarding.
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Offline crizza

  • 210
Re: New Fredder asking for help
While this works well for the Dante...a Sathanas won't fire at anything except some ship is jumping right before her frontal beams...

 

Offline Scotty

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  • 211
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Re: New Fredder asking for help
Capship fights should be handled by waypoints SEXPs, not ai orders.

At least, it makes it much easier to balance.

 

Offline crizza

  • 210
Re: New Fredder asking for help
Well, I will stck with this thread.
Next question: How does texture replacement work, for example replacing the texture of a Leviathan with that of a...Raynor?

 
Re: New Fredder asking for help
Well, you look at the name of the texture you want to replace and the one you want to use, then you put them in their respective textboxes. You don't need to replace -shine,-normal or -glow maps, FS will do that for you. Simple as that.

HOWEVER, not all ships are textured the same way. In the specific example you mentioned, the Leviathan (at least the hi-poly one) has been UVmapped (i.e. the entire ship uses just one texture), while the Raynor has been tilemapped (i.e. uses multiple textures). Try it out, you'll see that the result looks really bad. UVmapped ships usually require a custom-made texture if you want them to look different.
You can, for example, make the Orion or the Colossus use Raynor textures, since both ships are tilemapped; but if you really want a different-looking Leviathan you'll either have to use the retail model (which is tilemapped) or make a new texture for it - in which case you can use texture replacement to make it use the new texture, of course.

 

Offline crizza

  • 210
Re: New Fredder asking for help
Well...I already failed after trying to replace a Leviathan with a Deimos...but where do I find...which ship uses which texture?

  
Re: New Fredder asking for help
The easiest way would be to download and install PCS2 or ModelView. Look around on the Wiki, there must be some links there.

 

Offline Droid803

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Re: New Fredder asking for help
For most mediaVPs ships, there should be a (semi-)up to date listing of which textures it uses in the ship's article. By that I mean if the mesh has been altered from retail.
After all, I put most of them there :P
(´・ω・`)
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