.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: Starfury

Reply
 
Thread Tools Display Modes
  #1  
Old September 19th, 2004, 05:35 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Explinations

irst thing's first. That second to Last entry is NOT VALID. I strongly suspect the Last one isn't either. This is the actual Anti Proton Beam record:

Class Name := Anti - Proton Beam
Name := Anti - Proton Beam
Description := Focused energy beam used as a medium range weapon.
Allowed Vehicle Types := Ship, Base, Satellite, Fighter
Space Object XFile Name := Cargo Pod
Picture Bitmap Index := 18
Placement Locations := Weapon (Light)
Default Repair Priority := 6
Tonnage Space Taken := 30
Tonnage Structure := 30
Level Minimum := 1
Uses Levels := TRUE
Restriction Type := None
Restriction Value := 0
Illegal Cargo := FALSE
Is Commodity := FALSE
Event ID := 0
Base Credit Value := 3000
Credit Value Inc Pct Per Level := 20
Sound Filename := Anti - Proton Beam
Energy Consumption := 30
Energy Consump Inc Per Level := 0
Weapon Type := Beam
Weapon Target := Ship, Base, Fighter, Satellite
Weapon Damage Point Blank := 25
Weapon Damage Dec Per 10 Rng := 5
Weapon Damage Inc Per Level := 5
Weapon Damage Maximum Range := 60
Weapon Damage Type := Normal
Weapon Reload Rate MS := 3000
Weapon Display Effect Name := Beam 10
Weapon Explosion Effect Name := Explosion
Weapon Beam Burn Color := 72, 235, 0
Weapon Beam Duration := 50
Weapon Autofires := FALSE
Weapon Tonnage Structure := 0
Number of Effects := 0
Number of Requirements := 0

Picture bitmap index is pretty simply. Look at the components.bmp file. It starts at either 0 or 1 for the Bridge and the index number goes up by one with each new square. Once it hits ten it goes back to the begining of the file and starts over at 10 or 11. You can make the file longer, but not wider.

Not sure on the level minimum; never used it.

Event ID is a bit tricky. Certain events have fields for this so you can indeed remove or add components. E.g. you could set it so anytime a cargo of event ID 3532 was picked up it would show a text message.

Soundfilename- no help there.

Energy consumpion is per shot.

Weapon Damage Dec Per 10 Rng is how many damage points the weapon looses per 10 LS of distance to the target.

Weapon Damage Maximum range sets the max range it can fire to. It can be pretty much as large as you like, but depending on what the previous field says it might not actually get that far (i.e. its damage hits zero before max range)

Weapon Display Effect Name: refers to Main_BitmapEffects.txt. (which also sets shot speeds, FYI)

Beam duration is in milliseconds IIRC.

Burn color refers to the color created when the weapon hits the shield also IIRC.

The effects lists comes from effects.txt in the Data folder. Requirements can IIRC only be used to limit the number of components per ship.

EDIT: Two other notes. One, the game treats a blank line as the end of a component. Two, the game treats a double blank line as a end of file marker.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #2  
Old September 19th, 2004, 09:55 PM
Sundansyr's Avatar

Sundansyr Sundansyr is offline
Corporal
 
Join Date: Oct 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
Sundansyr is on a distinguished road
Default Re: Explinations

Okay... help??

I've been trying to experiment with the main_components.txt file, insofar as changing the pointers to new graphic coordinates.

But it's totally ignoring any new 'picture bitmap index' pointer that I put into the file (line six in the component record) . All other changes are there, but not the new graphic. It still looks in the old slot, regardless.

HELP!
Reply With Quote
  #3  
Old September 19th, 2004, 10:01 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Explinations

That's strange..what component are you trying to change?

EDIT: better question- you are starting a new game with the same campaign you made the change to, right? Modding an existing savegame can work, but often components already on ships or in spacedocks don't get modified- only the newly generated components do.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #4  
Old September 20th, 2004, 06:58 AM
Sundansyr's Avatar

Sundansyr Sundansyr is offline
Corporal
 
Join Date: Oct 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
Sundansyr is on a distinguished road
Default Re: Explinations

Quote:
Phoenix-D said:
That's strange..what component are you trying to change?
All of them. See my thread 'GraphX'. Essentially I'm taking much of the art from SE4, and several mods for it, and creating a new components.bmp file.

Unfortunately it is refusing to pay attention to the new bitmap indexing I add to the components.txt file... as if it's still reading that from some other file somewhere else, and it's got me stymed.

Quote:
EDIT: better question- you are starting a new game with the same campaign you made the change to, right? Modding an existing savegame can work, but often components already on ships or in spacedocks don't get modified- only the newly generated components do.
I've tried both. I get the same results either way.
Reply With Quote
  #5  
Old September 20th, 2004, 12:58 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Explinations

Where is the changed components.bmp? In order for it to work you either have to change the default file OR make sure its in (Campaign Name)/Images/Components/Components.bmp. If you do the latter the changes will only apply to that particular campaign.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #6  
Old September 20th, 2004, 05:23 PM
Sundansyr's Avatar

Sundansyr Sundansyr is offline
Corporal
 
Join Date: Oct 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
Sundansyr is on a distinguished road
Default Re: Explinations

Quote:
Phoenix-D said:
Where is the changed components.bmp? In order for it to work you either have to change the default file OR make sure its in (Campaign Name)/Images/Components/Components.bmp. If you do the latter the changes will only apply to that particular campaign.
There is no 'images' directory in the campaign directory tree. There's only the one components directory under the image directory, which is directly under the starfury root. P&N has an image directory, but it contains only some effects that I guess override or suppliment the existing image files.

I have changed the original file, replacing it with an entirely new components.bmp - and in the game, since for some reason it is not reading the image bitmap index line in the components.txt file, I am seeing completely different graphics in the game (whatever I've put into the slot it addressed previously).

Q:
Does the game engine look at another file altogether to parse its component images? That is the only explination I can seem to think of as to wny my altered components.txt file is not functioning correctly.
Reply With Quote
  #7  
Old September 20th, 2004, 06:17 PM

Exan Exan is offline
Corporal
 
Join Date: May 2003
Location: South Karelia, Finland
Posts: 168
Thanks: 0
Thanked 0 Times in 0 Posts
Exan is on a distinguished road
Default Re: Explinations

Quote:
Sundansyr said:

There is no 'images' directory in the campaign directory tree. There's only the one components directory under the image directory, which is directly under the starfury root. P&N has an image directory, but it contains only some effects that I guess override or suppliment the existing image files.

I have changed the original file, replacing it with an entirely new components.bmp - and in the game, since for some reason it is not reading the image bitmap index line in the components.txt file, I am seeing completely different graphics in the game (whatever I've put into the slot it addressed previously).

Q:
Does the game engine look at another file altogether to parse its component images? That is the only explination I can seem to think of as to wny my altered components.txt file is not functioning correctly.
You can create Images folder in the campaing you want as well as XFiles and Sounds folders and their subfolders. Then when running the campaign the game will look for the images at the campaign folder first and if it doesn't find them it will search the original images folder. Same goes for x files and sounds.

For my knowledge the components.txt doesn't refer to anything else expect to the components.bmp and to that only with slot number. If I recall correctly each slot is 40x40 in the image. My alterations have all worked fine if not counting the few background problems. The pink color wasn't so pink so the objects showed a thin purple line around them.
__________________
Starfury Haven
thepeoplesmod.com (Offical site for The People's Mod)
Alexandria Archives -info site on The People's Mod
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:45 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.