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-   -   Modding the Demo (http://forum.shrapnelgames.com/showthread.php?t=15803)

Wydraz September 25th, 2003 03:08 AM

Re: Modding the Demo
 
Quote:

Originally posted by DeadZone:
And here is proof that you can add your own ships to the demo...[/url]
<font size="2" face="Verdana, Helvetica, sans-serif">We're on the same page here, more or less.

Click here

I'm working on the skybox (and other graphics) as well as ship modeling. you can probably tell I haven't textured the ship yet.

I'm thinking about making a tutorial for ship modeling. But I haven't figured out how to alter the .x file (or the SpaceObjects_XFiles.txt file?) to account for engine glow and weapon hardpoints. Any ideas?

Captain Kwok September 25th, 2003 04:04 AM

Re: Modding the Demo
 
It's the SpaceObjects file you need to edit for your ships weapon hardpoints and engine glow co-ordinates. This may require some trial and error on your part to figure these out...

Suicide Junkie September 25th, 2003 04:31 AM

Re: Modding the Demo
 
And that includes the weapon arcs as of this Version.
I'm hoping to convince Aaron that having the arcs determined in the slot layout instead of the Spaceobjects file would be better.

Phoenix-D September 25th, 2003 04:47 AM

Re: Modding the Demo
 
Well, that explains why adding hardpoints didn't work, and why the arcs didn't change! You might want to make a note of that in your slot modder, SJ. http://forum.shrapnelgames.com/images/icons/icon7.gif

On a different story- Deadzone, how did you get SF to display 360 degree arcs? Even if it didn't work, I couldn't even get it to do that.

DeadZone September 25th, 2003 10:25 AM

Re: Modding the Demo
 
Goto Main_ComponentConfigurationSlotsPlayer.txt
Look for wotever ship (or you can even add your own) and look for the weapons slots which are usually the first X slots

Quote:

Slot 1 Xpos := 243
(How far to the right component is on the ship display)
Slot 1 Ypos := 7
(How far down component is on the ship display)
Slot 1 Group Name := Weapon (Light) 1
(Weapon type and weapon #no, for use with Main_PurchaseShipsPlayer.txt)
Slot 1 Comp Type Allowed := Weapon (Light)
(Wot type of weapon can go in slot, light or heavy)
Slot 1 Comp Type Abbreviation := W(L)
(Wot you see when looking at you ship components and slot is empty)
Slot 1 Comp Box Color Index := 1
(Colour of slot when looking at component screen)
Slot 1 Ship Section := Hull
(Not completely sure, but I think this is to do wit placement)
Slot 1 Ship Side Facing := 0
(Not sure)
Slot 1 Weapon Firing Point := 2
(This affects how weapon arcs wot I believe)
Slot 1 Weapon Arc Start := 315
(Have this as the higher number as withme when it is lower it causes crashes)
Slot 1 Weapon Arc End := 45
(Have as lower)
<font size="2" face="Verdana, Helvetica, sans-serif">Now to get the arcs like I have have the following

Quote:

Slot 1 Weapon Arc Start := 190
Slot 1 Weapon Arc End := 160
<font size="2" face="Verdana, Helvetica, sans-serif">This should work but if someone is entered wrong the game will lock up and you may have to do a hard boot

Phoenix-D September 25th, 2003 10:37 PM

Re: Modding the Demo
 
That did it. And if you want the new turret to fire, you have to set the "hardpoint" number to one the model has. I changed my turrets from 5 to 3 and they fired fine (out of the cruiser's left side)

EDIT: attemping to add another firing point resulted in a crash; I'm betting this is the no-mod code for the demo kicking in.

[ September 25, 2003, 21:49: Message edited by: Phoenix-D ]

Phoenix-D September 26th, 2003 02:08 AM

Re: Modding the Demo
 
Well, you can definitely change the number of slots on a ship. I mad a 7000 KT cruiser with slot after slot of guns.

Then, to challenge the HMS Ridiclous, I went into Main_EnemyAppearance.txt to the Pirate system entry. Changed the chance of cruisers and destroyers appearing to 100, and cranked the number of repeats to 100 each (I did 500 at first. Starfury was Not Happy.)

Warp in and the butchery begins! Worked fine, though I lost about 15 FPS. As I killed, the FPS went up; apparently all those glittering pods I left behind don't use up as much resources. http://forum.shrapnelgames.com/images/icons/icon12.gif

DeadZone September 28th, 2003 12:20 AM

Re: Modding the Demo
 
tut I dunno, whenever I try to change enemy appearance it causes crashes

Anyway post the code you used to get the new(?) turrents to fire

Phoenix-D September 28th, 2003 06:04 AM

Re: Modding the Demo
 
Its fairly simple. Just copy one of the existing mounts and use that.

Side note: I've discovered that you can survive ramming anything, with enough protection. You keep right on going through (even stars!)

DeadZone September 28th, 2003 10:28 AM

Re: Modding the Demo
 
Thought I had already posted that

Oh well, its true I have done it often enuf


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