Adding New Ships
Talk about anything related to old versions of Armada.
posted on June 21st, 2010, 12:29 pm
I just installed fleet ops(3.1.0 + 3.1.2)still kinda blown away by the massive improvements over most conventional a2 install's. Since I never modded this kind of a2 before I'm clueless as to how exactly the glows and everything works. Assides from the obviose difference in ODF contents, can somebody please shed some light and explain in detail exactly the difference between modding this kind of a2 install and modding a2 the traditional way?
The thing is, why I'm asking this is because I would like to install these ships I've always been fond of from my other Star Trek games(Excalibur, Achilles, Century, Valiant, etc.)I have some experience porting a2 ships but in this kind of a2 install what do I need do different with the mesh joint heirarchy?
Another thing, do I really need to edit the sprites file to get glows properly working for new imports? Can't I just simply use existing sprite entries and make them work on the new ship? Please any help would be greatly appreciated.
The thing is, why I'm asking this is because I would like to install these ships I've always been fond of from my other Star Trek games(Excalibur, Achilles, Century, Valiant, etc.)I have some experience porting a2 ships but in this kind of a2 install what do I need do different with the mesh joint heirarchy?
Another thing, do I really need to edit the sprites file to get glows properly working for new imports? Can't I just simply use existing sprite entries and make them work on the new ship? Please any help would be greatly appreciated.
posted on June 21st, 2010, 2:47 pm
Hey mate. I'm a fan of yours, and its a pleasure to have you here.
Anyway, the most differences come in the improvements of the weapon coding, but there are some differences in ship coding aswell.
Those are basically the biggest of the changes. they look really messy, but thats because the editor notes are gone, and the files contain everything. You may also notice that there can be up to 12 different odfs for each ship. this is because each ship has 6 ranks, the last being the veterain rank, and two versions for each avatar. these two versions will varry slightly based on special abilitys you decide that avatar should grant them.
The other big changes, as I said are the weapons, but they arn't hard to figure out. Recently, most weapons chanced over toe unitorpedo class label so they can use sod's and have explosion impact effects. There are also, alot of special weapons that use the replace weapons, and triggers which can be hard to follow, but I doubt you will have trouble with them.
If you need more help, just ask. I"m always ready to help with modding FO.
Anyway, the most differences come in the improvements of the weapon coding, but there are some differences in ship coding aswell.
- First of all, ship files contain all the lines necessary to work. the FO team as basically done away with the #include line. They use the basename line more often
- Second of all, the new ranking up feature requires a few lines which tell how much experience points you need to rank up, what rank you are, how much you are worth, and what your next rank is. these lines are easy to find. they are usually near the top
- You will also notice the recent addition of the weaponicon lables. these, along with some other references, tell where the weapon icons are located on the system background
Those are basically the biggest of the changes. they look really messy, but thats because the editor notes are gone, and the files contain everything. You may also notice that there can be up to 12 different odfs for each ship. this is because each ship has 6 ranks, the last being the veterain rank, and two versions for each avatar. these two versions will varry slightly based on special abilitys you decide that avatar should grant them.
The other big changes, as I said are the weapons, but they arn't hard to figure out. Recently, most weapons chanced over toe unitorpedo class label so they can use sod's and have explosion impact effects. There are also, alot of special weapons that use the replace weapons, and triggers which can be hard to follow, but I doubt you will have trouble with them.
If you need more help, just ask. I"m always ready to help with modding FO.
posted on June 21st, 2010, 4:35 pm
Last edited by Dominus_Noctis on June 21st, 2010, 9:26 pm, edited 1 time in total.
Hey mate, glad to see you here from AII files
To add on to what Zaxxon said, I believe that if you want to import ships and glows into FO you'll want to follow the instructions laid out by Tyler in post 7 of this topic. There will be a link there to special sprite files from a Miranda that so far worked for everybody to port in those A2 ships . Not sure if it still needed however
If you want other modding advice/answers, talking to The Undying Nephalim, Tyler - and of course the devs - will always do wonders too (obviously Zaxxon is willing to help )
To add on to what Zaxxon said, I believe that if you want to import ships and glows into FO you'll want to follow the instructions laid out by Tyler in post 7 of this topic. There will be a link there to special sprite files from a Miranda that so far worked for everybody to port in those A2 ships . Not sure if it still needed however
If you want other modding advice/answers, talking to The Undying Nephalim, Tyler - and of course the devs - will always do wonders too (obviously Zaxxon is willing to help )
posted on June 21st, 2010, 4:52 pm
Last edited by Anonymous on June 21st, 2010, 4:54 pm, edited 1 time in total.
oops. Completely forgot about the glows.
Yeah, they are just lights. you can use ones in the game, you just need to edit or add hardpoints to the ship. or you could do what Blade did for me and make an invisible SOD with the right hardpoints and use the overlaySod line to add it on top of the ship.
//Edit: oh, and you don't need to add the sprite from my Miranda mod. the devs were kind enough to add all the needed sprites in a seperate file just for us modders
Yeah, they are just lights. you can use ones in the game, you just need to edit or add hardpoints to the ship. or you could do what Blade did for me and make an invisible SOD with the right hardpoints and use the overlaySod line to add it on top of the ship.
//Edit: oh, and you don't need to add the sprite from my Miranda mod. the devs were kind enough to add all the needed sprites in a seperate file just for us modders
posted on June 21st, 2010, 8:54 pm
Just to add my 2 bits of help...search the fleetops.spr file for the warpglows. Then you can just either use one of the existing nodes allready named and add that to your model or copy and make your own..
To make it easy just use the find function in wordpad and search for "Warpglowspriteblue6" as that is where the beggining of the warpglows begin in the sprite file.
If you allready have sprite nodes in the sod you can just make a new entry at that location and rename the sprite node to whatever is on your sod.
Also some of the warpglows have animations but I wouldnt worry about that.
I also highly advise you stick with cloning the odfs to add in your new ships. You dont neccesarily Have to create rankup versions of vessels but that would be more complete addition IMO.....
To make it easy just use the find function in wordpad and search for "Warpglowspriteblue6" as that is where the beggining of the warpglows begin in the sprite file.
If you allready have sprite nodes in the sod you can just make a new entry at that location and rename the sprite node to whatever is on your sod.
Also some of the warpglows have animations but I wouldnt worry about that.
I also highly advise you stick with cloning the odfs to add in your new ships. You dont neccesarily Have to create rankup versions of vessels but that would be more complete addition IMO.....
posted on June 21st, 2010, 11:34 pm
Hey guys! 'preciate the warm welcome, I didn't think anyone here would recognize me I will of course definitely use these posts as my guidelines as it will take me time to get up to speed(studying them now)I really love the weapons effects, one of the highlights for this mod(IMHO)so I'll definitely stick with them and yes I think I'll just clone existing ODF files to use for my new imports but Adm. Zaxxon this file your referring to, where can I grab one?
I found the sprite entries(thanks RYDERSTORM, that search option did save me time looking through all these lines )but there are four, which ones do I use?
I imported several SOD from the fleet ops mod just to get an idea how their set up and allot of them use Warpglowspriteblue6, some use a combination of Warpglowspriteblue6 and Warpglowspriteblue6A. Some don't even use Warpglowspriteblue6A(just allot of Warpglowspriteblue6)can anyone please shed some light on this? Why some ships use a variety of these sprites lines while some only use one kind?
Of course I can just dive right in and start experimenting with these diffrent sprites but I'd appreciate an explanation as to why ships are set up this way to give weight into considering using a verietyof A's and B's as well as the conventional Warpglowspriteblue6 in the new imports.
Adm. Zaxxon wrote:..the devs were kind enough to add all the needed sprites in a seperate file just for us modders....
I found the sprite entries(thanks RYDERSTORM, that search option did save me time looking through all these lines )but there are four, which ones do I use?
I imported several SOD from the fleet ops mod just to get an idea how their set up and allot of them use Warpglowspriteblue6, some use a combination of Warpglowspriteblue6 and Warpglowspriteblue6A. Some don't even use Warpglowspriteblue6A(just allot of Warpglowspriteblue6)can anyone please shed some light on this? Why some ships use a variety of these sprites lines while some only use one kind?
Of course I can just dive right in and start experimenting with these diffrent sprites but I'd appreciate an explanation as to why ships are set up this way to give weight into considering using a verietyof A's and B's as well as the conventional Warpglowspriteblue6 in the new imports.
posted on June 22nd, 2010, 1:08 am
Last edited by RYDERSTORM on June 22nd, 2010, 1:11 am, edited 1 time in total.
The "6" in the sprite node name indicates the scaled size of the sprite as does the (6,6).....
If you notice each of these sprites have a slightly different color represented by the "(0.0,0.045,0.06)" bits so thats my theory on why there are 4 different versions. I its just different intensitys of the same color as the "flare_glow_soft" texture is just a grayscaled graphic.
Ill post some of my "custom" entries so you can have a better Idea....
Please notice my numbers in the spritenode name do not match up with the actual scale of the sprite as I just adjusted them in the spr file...Though for organizations sake I should rename my spritenames to what they are actualy scaled but thats for another day.
As for why the devs set it up in that manner as you ask...probly just cuz it looks good to them. Since you can edit sods I would experiment with the sprites....perhaps add several and just see what looks best to you is all I can say.
Also that reminds me....I need to fix the color of ionengineW20 hehehehe....way wrong color lol...actually its too...strong.....
- Code: Select all
@sprite_node Warpglowspriteblue6 flare_glow_soft const (6,6) (0.06,0.06,0.12) billboard
@sprite_node Warpglowspriteblue6A flare_glow_soft const (6,6) (0.0,0.0675,0.12) billboard
@sprite_node Warpglowspriteblue6B flare_glow_soft const (6,6) (0.0,0.09,0.12) billboard
@sprite_node Warpglowspriteblue6C flare_glow_soft const (6,6) (0.0,0.045,0.06) billboard
If you notice each of these sprites have a slightly different color represented by the "(0.0,0.045,0.06)" bits so thats my theory on why there are 4 different versions. I its just different intensitys of the same color as the "flare_glow_soft" texture is just a grayscaled graphic.
Ill post some of my "custom" entries so you can have a better Idea....
- Code: Select all
@sprite_node IonengineR6 flare_glow_soft const (5,5) (0.35,0.04,0.0075) billboard
@sprite_node IonengineB6 flare_glow_soft const (5,5) (0.1,0.0675,0.40) billboard
@sprite_node ionengineB20 flare_glow_soft const (15,15) (0.1,0.0675,0.40) billboard
@sprite_node ionengineW20 flare_glow_soft const (12,12) (0.282,0.297,0.288) billboard
Please notice my numbers in the spritenode name do not match up with the actual scale of the sprite as I just adjusted them in the spr file...Though for organizations sake I should rename my spritenames to what they are actualy scaled but thats for another day.
As for why the devs set it up in that manner as you ask...probly just cuz it looks good to them. Since you can edit sods I would experiment with the sprites....perhaps add several and just see what looks best to you is all I can say.
Also that reminds me....I need to fix the color of ionengineW20 hehehehe....way wrong color lol...actually its too...strong.....
posted on June 22nd, 2010, 1:26 am
dEjavU wrote: Adm. Zaxxon this file your referring to, where can I grab one?
It should be included in the current FO install. Its called fleetops_comp.spr. No extra modding should be required to get the models to work since they added it in.
posted on June 22nd, 2010, 4:24 am
Last edited by dEjavU on June 22nd, 2010, 5:50 am, edited 1 time in total.
Yup found it and that's good to hear Adm. Zaxxon, thanks a bunch
Okay I think I pretty much got this sprite thing down, it seems so complicated looking at it from a begginers point of view. Now I see their just glows from which you can move around on the mesh model, different sizes mind you but their a derivitive of light nodes on typical a2 SOD joint structures(ones that have them anyways)RYDERSTORM a million thanks for clearifying that bit of frustration I had with the sprite lines. Maybe later on down the road I'll mess around too with my own sprite lines but for now(as you mentioned)I'll go ahead and simply rename or add the glow nodes to each ships' joint heirarchy.
Okay I think I pretty much got this sprite thing down, it seems so complicated looking at it from a begginers point of view. Now I see their just glows from which you can move around on the mesh model, different sizes mind you but their a derivitive of light nodes on typical a2 SOD joint structures(ones that have them anyways)RYDERSTORM a million thanks for clearifying that bit of frustration I had with the sprite lines. Maybe later on down the road I'll mess around too with my own sprite lines but for now(as you mentioned)I'll go ahead and simply rename or add the glow nodes to each ships' joint heirarchy.
posted on June 22nd, 2010, 5:40 am
for a list of new FO codes look at my Wiki page (link found on Dominus's Guide) but bare in mind its nowere near finished (really do need to work on it more oops )
posted on June 22nd, 2010, 8:13 am
Blade wrote:for a list of new FO codes look at my Wiki page (link found on Dominus's Guide) but bare in mind its nowere near finished (really do need to work on it more oops )
Okay Blade I can't find this, where is it at again? Also, I had to open up the FO sovereign SOD and delete all the mesh and materials and save only the joint structure into a ms3d file, then later merging it with the Excalibur mesh only because my milkshape is preventing me from naming all the newly added glow nodes the same(Warpglowspriteblue6)only to be rewarded by finding myself facing another problem....
..I don't even know what I'm looking at here or what could have been done to cause this. In the SOD's material setting I started out using this !lambert_XXX_!alpha and when I found that didn't work I switched to this !phong_XXX_!opaque, still no joy. Does anyone know why this is coming out like this or what can be done to avoid it?
posted on June 22nd, 2010, 8:29 am
Out of curiosity, what program are you using? I got that from CV sometimes.
posted on June 22nd, 2010, 6:11 pm
Yeah, it shouldn't be a problem with FO. I've gotten that issue with making a model before because the ambient lighting, and other settings there about. A straight model port from a2 should work in FO. I haven't had any problem with Majestics work over at MSFC, nor any other ship ive tried to add. The only one that didn't work for me was the Dawnstar, and that was in 3.0.4, so I"m sure it works now.
posted on June 22nd, 2010, 6:40 pm
@DejavU
I find that the game is un affected if you add a node suffix. Basically an underscore after the node name followed by numbers or letters can help get around that.
I find that the game is un affected if you add a node suffix. Basically an underscore after the node name followed by numbers or letters can help get around that.
posted on June 22nd, 2010, 7:34 pm
yh you just need to add the tag to the end (eg s_Warpglowspriteblue6_1, s_Warpglowspriteblue6_2 etc
and ur best getting this
Star Trek Armada II: Fleet Operations - Star Trek Armada II: Fleet Operations - Index
as my fo section is very uncomplete but its here anyway
Star Trek Armada Modding Wiki
and ur best getting this
Star Trek Armada II: Fleet Operations - Star Trek Armada II: Fleet Operations - Index
as my fo section is very uncomplete but its here anyway
Star Trek Armada Modding Wiki
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