Is there an adding new ship tutorial?
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on February 1st, 2009, 10:08 am
Hi all,
Im wanting to add a new ship but I get a flying ERROR ingame. Is there a tutorial I could follow?
Im wanting to add a new ship but I get a flying ERROR ingame. Is there a tutorial I could follow?
posted on February 1st, 2009, 11:08 am
Dunno about a tut. but here are a few ideeas:
First copy the sod file of the ship you want to add end name it :ex you want to add the fed sovereign from armada 2. Copy the osd for it and rename it ( so you don't overwrite the already existing one in FO ). Then copy the texture files from armada2 to fo textures file of FO (once again you might need to rename). Then go to the odf and make a copy of the sovereign class in FO. Were you see 'basename = *****' change the name with the one you added.
The error is there because the game doesn't see the model ( sod file ) for the new ship. Also make sure you go to edit federation vessels and add the new ship, add it to the shipyard as well. For icons and shortcut key go to :
in the folder sprites ( i think ) it's the global_gui file - there search for sovereign class and copy those lines and rename them with the new name of your ship: ex if it is b_fed_sovereign change it to b_fed_**** ( name of your ship ). same with the one that is fed_sovereignw5 - that's the unit avatar picture.
For the shortkey - in the main FO folder search for the file inputmap. Just copy one of the texts there and rename it to your ship's name.
I hope this helps. Just remember. For each new ship you must first add the sod and tell the odf file wich sod to use. And textures ofcorse ( if it's a FO model you don't need to recopy the textures, just the sod ).
First copy the sod file of the ship you want to add end name it :ex you want to add the fed sovereign from armada 2. Copy the osd for it and rename it ( so you don't overwrite the already existing one in FO ). Then copy the texture files from armada2 to fo textures file of FO (once again you might need to rename). Then go to the odf and make a copy of the sovereign class in FO. Were you see 'basename = *****' change the name with the one you added.
The error is there because the game doesn't see the model ( sod file ) for the new ship. Also make sure you go to edit federation vessels and add the new ship, add it to the shipyard as well. For icons and shortcut key go to :
in the folder sprites ( i think ) it's the global_gui file - there search for sovereign class and copy those lines and rename them with the new name of your ship: ex if it is b_fed_sovereign change it to b_fed_**** ( name of your ship ). same with the one that is fed_sovereignw5 - that's the unit avatar picture.
For the shortkey - in the main FO folder search for the file inputmap. Just copy one of the texts there and rename it to your ship's name.
I hope this helps. Just remember. For each new ship you must first add the sod and tell the odf file wich sod to use. And textures ofcorse ( if it's a FO model you don't need to recopy the textures, just the sod ).
posted on February 1st, 2009, 11:20 am
Right,
I took the fed_venture odf and altered it like so:
unitName = "Cheetah Class"
tooltip = "Cheetah Class"
verboseTooltip = "AUTOTOOLTIP-fed_venture.odf"
hotkeyLabel = "GAME-HOTKEY-S"
race = "unitedfederation"
buildTime = 46
creditsCost = 0
crewCost = 120
dilithiumCost = 146
tritanCost = 56
supplyCost = 5
worthXP = 16
maxHealth = 33
curHealth = 33
healthRate = 0.110
maxShields = 112
curShields = 112
shieldRate = 0.219
shieldGeneratorHitPoints = 10
enginesHitPoints = 10
weaponsHitPoints = 10
lifeSupportHitPoints = 10
sensorsHitPoints = 10
physicsFile = "smooth_physics_160.odf"
trekPhysicsFile = "smooth_physics_160.odf"
weapon1 = "fedW_venture1"
weaponHardpoints1 = "hp01" "hp02"
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
shipclass = "scout"
shipType = "S"
attackPower = 1
intrinsicValue = 1
enginesRepairTime = 2.0f
lifeSupportRepairTime = 0.5f
weaponsRepairTime = 2.0f
shieldGeneratorRepairTime = 2.0f
sensorsRepairTime = 2.0f
avoidanceClass = 1
weldingRadius = 0.25
fireball = "x_small_explosion"
scout = 1
combat = 1
alert = 1
can_sandd = 1
eventSelect = "Basic1ScoutSelect"
eventAcknowledge = "Basic1ScoutAcknowledge"
eventAttack = "Basic1ScoutAttack"
eventStop = "Basic1ScoutStop"
eventMove = "Basic1ScoutMove"
eventRepair = "Basic1ScoutRepair"
classLabel = "craft"
aiName = "CraftProcess"
shieldDelay = 2
damagedScan = 50.0
enginesCrewLoss = 10.0f
lifeSupportCrewLoss = 10.0f
weaponsCrewLoss = 10.0f
shieldGeneratorCrewLoss = 10.0f
sensorsCrewLoss = 5.0f
lifeSupportLoss = 2
enginesHitPercent = 6.0f
lifeSupportHitPercent = 6.0f
weaponsHitPercent = 6.0f
shieldGeneratorHitPercent = 6.0f
sensorsHitPercent = 0
crewHitPercent = 6.0f
hullHitPercent = 70.0f
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
SHOW_MOVEMENT_AUTONOMY = 1
can_explore = 1
buildableByOwnerRaceOnly = 1
SpecialEnergyDisplayMode = 1
rangeScan = 1500
ShieldHit = "shield_fed_hitS"
ShieldHitCritical = "shield_fed_hitcritS"
ShieldDown = "shield_fed_down"
possibleCraftNames =
"Cheetah"
//Fleet Operations, Star Trek Armada II: Fleet Operations - Welcome to Fleet Operations!
I then changed the odf name to TNSCheetah.odf
I added a SOD file named TNSCheetah, and the textures for the ship. I added the line:
TNSCheetah.odf 0
To the tech1 file. I added the ship to the fed outpost and can select to build it, but when it comes out, its a flying ERROR (but the phys and weapons seem to work fine, just cant see the ship).
I took the fed_venture odf and altered it like so:
unitName = "Cheetah Class"
tooltip = "Cheetah Class"
verboseTooltip = "AUTOTOOLTIP-fed_venture.odf"
hotkeyLabel = "GAME-HOTKEY-S"
race = "unitedfederation"
buildTime = 46
creditsCost = 0
crewCost = 120
dilithiumCost = 146
tritanCost = 56
supplyCost = 5
worthXP = 16
maxHealth = 33
curHealth = 33
healthRate = 0.110
maxShields = 112
curShields = 112
shieldRate = 0.219
shieldGeneratorHitPoints = 10
enginesHitPoints = 10
weaponsHitPoints = 10
lifeSupportHitPoints = 10
sensorsHitPoints = 10
physicsFile = "smooth_physics_160.odf"
trekPhysicsFile = "smooth_physics_160.odf"
weapon1 = "fedW_venture1"
weaponHardpoints1 = "hp01" "hp02"
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
shipclass = "scout"
shipType = "S"
attackPower = 1
intrinsicValue = 1
enginesRepairTime = 2.0f
lifeSupportRepairTime = 0.5f
weaponsRepairTime = 2.0f
shieldGeneratorRepairTime = 2.0f
sensorsRepairTime = 2.0f
avoidanceClass = 1
weldingRadius = 0.25
fireball = "x_small_explosion"
scout = 1
combat = 1
alert = 1
can_sandd = 1
eventSelect = "Basic1ScoutSelect"
eventAcknowledge = "Basic1ScoutAcknowledge"
eventAttack = "Basic1ScoutAttack"
eventStop = "Basic1ScoutStop"
eventMove = "Basic1ScoutMove"
eventRepair = "Basic1ScoutRepair"
classLabel = "craft"
aiName = "CraftProcess"
shieldDelay = 2
damagedScan = 50.0
enginesCrewLoss = 10.0f
lifeSupportCrewLoss = 10.0f
weaponsCrewLoss = 10.0f
shieldGeneratorCrewLoss = 10.0f
sensorsCrewLoss = 5.0f
lifeSupportLoss = 2
enginesHitPercent = 6.0f
lifeSupportHitPercent = 6.0f
weaponsHitPercent = 6.0f
shieldGeneratorHitPercent = 6.0f
sensorsHitPercent = 0
crewHitPercent = 6.0f
hullHitPercent = 70.0f
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
SHOW_MOVEMENT_AUTONOMY = 1
can_explore = 1
buildableByOwnerRaceOnly = 1
SpecialEnergyDisplayMode = 1
rangeScan = 1500
ShieldHit = "shield_fed_hitS"
ShieldHitCritical = "shield_fed_hitcritS"
ShieldDown = "shield_fed_down"
possibleCraftNames =
"Cheetah"
//Fleet Operations, Star Trek Armada II: Fleet Operations - Welcome to Fleet Operations!
I then changed the odf name to TNSCheetah.odf
I added a SOD file named TNSCheetah, and the textures for the ship. I added the line:
TNSCheetah.odf 0
To the tech1 file. I added the ship to the fed outpost and can select to build it, but when it comes out, its a flying ERROR (but the phys and weapons seem to work fine, just cant see the ship).
posted on February 1st, 2009, 11:24 am
What I would like to sus out is how to use the fed_venture odf and SOD files, just changed to the new model so that it will stay in the AI build list etc.
posted on February 1st, 2009, 11:42 am
Last edited by Meng on February 1st, 2009, 11:46 am, edited 1 time in total.
What SOD are you using (where is it from) ?
Usually it only appears as an error sign if you didn't create an SOD with the same name as the odf or if there is something wrong with the SOD.
If there are only texture problems you usually get exactly the same model just that its plain white...
To only change the existing venture to your new model it should be sufficient to just rename your new SOD to fed_venture.SOD (and backup the existing fed_venture.SOD)
and have the new textures in the textures folder, if thats what you meant in your last post.
Usually it only appears as an error sign if you didn't create an SOD with the same name as the odf or if there is something wrong with the SOD.
If there are only texture problems you usually get exactly the same model just that its plain white...
To only change the existing venture to your new model it should be sufficient to just rename your new SOD to fed_venture.SOD (and backup the existing fed_venture.SOD)
and have the new textures in the textures folder, if thats what you meant in your last post.
posted on February 1st, 2009, 12:53 pm
Hi,
Yes, that is what I ment. The Cheetah is a model for A2 I made for the BSA mod. It works fine in A2 with its lightmapped textures.
I have backed up fed_venture.SOD and .ODF and altered the ODF as seen above, and replaced the SOD with my new 1 (but keeping the same name).
Even in the storm tool I get the ERROR message. Does the HP structure need to be differend for a FO ship?
I see they have 3 models in 1 for the 3 texture files (1 smaller than the other, I dont know y there are 3). Do I have to make my model the same way?
Yes, that is what I ment. The Cheetah is a model for A2 I made for the BSA mod. It works fine in A2 with its lightmapped textures.
I have backed up fed_venture.SOD and .ODF and altered the ODF as seen above, and replaced the SOD with my new 1 (but keeping the same name).
Even in the storm tool I get the ERROR message. Does the HP structure need to be differend for a FO ship?
I see they have 3 models in 1 for the 3 texture files (1 smaller than the other, I dont know y there are 3). Do I have to make my model the same way?
posted on February 1st, 2009, 1:20 pm
Right, I got the ship to show ingame
However I use a blue light to simulate the engine glow and ingame it just shows as a blue square. Here is what I added to the lights.spr:
# BSG engine exhausts
@sprite_node gcglowl softglow const (3.6,3.6) (0,0.5,1) billboard
@sprite_node gcglowl1 softglow const (6.6,6.6) (0,0.5,1) billboard
@sprite_node gcglowl2 softglow const (2.6,2.6) (0,0.5,1) billboard
This works fine in normal A2. Do I need to change it to somethin new for FO?
However I use a blue light to simulate the engine glow and ingame it just shows as a blue square. Here is what I added to the lights.spr:
# BSG engine exhausts
@sprite_node gcglowl softglow const (3.6,3.6) (0,0.5,1) billboard
@sprite_node gcglowl1 softglow const (6.6,6.6) (0,0.5,1) billboard
@sprite_node gcglowl2 softglow const (2.6,2.6) (0,0.5,1) billboard
This works fine in normal A2. Do I need to change it to somethin new for FO?
posted on February 2nd, 2009, 9:14 pm
score1_uk wrote:Right, I got the ship to show ingame
However I use a blue light to simulate the engine glow and ingame it just shows as a blue square. Here is what I added to the lights.spr:
# BSG engine exhausts
@sprite_node gcglowl softglow const (3.6,3.6) (0,0.5,1) billboard
@sprite_node gcglowl1 softglow const (6.6,6.6) (0,0.5,1) billboard
@sprite_node gcglowl2 softglow const (2.6,2.6) (0,0.5,1) billboard
This works fine in normal A2. Do I need to change it to somethin new for FO?
If it's a blue square perhaps you added the sprite under the wrong heading as in make sure it's the right pixel size
- Code: Select all
@reference=64
And you using the right kind of blending, I was never one for playing with sprites too much so you should look this up but I personally would try:
- Code: Select all
@tmaterial=additive
Who is online
Users browsing this forum: No registered users and 3 guests