Map Object Pack

1, 2
posted on May 6th, 2010, 4:58 pm
Last edited by 1337 64M3R on May 9th, 2010, 2:03 am, edited 1 time in total.
I have decided that I could add in a couple of things.

Several people wanted a nebula that can knock out weapons, so I took the M16 nebula, changed it up a bit, and gave it the name Lucid. It knocks out pretty much all systems except life support and engines.

Also included is FahreS black hole as well as the "Blue Black Hole". Both of these you can have side by side.

Of course this isn't much, but it is just giving what the community wants. :)

CURRENT STATUS: Uploaded successfully.  :)
posted on May 6th, 2010, 5:28 pm
Don't take this the wrong way, but why would Doca upload this?...
Surely, it just belongs on a host server.
:blush:
posted on May 6th, 2010, 5:31 pm
i think he emailed it to the site admin because nobody can upload to fleetops.net themselves at the moment. im not sure if this is permanent or temporary
posted on May 6th, 2010, 5:41 pm
yeah, I emailed it because in another thread he listed it as an alternative. :P

So I thought maybe he could help.
posted on May 6th, 2010, 6:26 pm
Nice one :), I'm longing for some new toys to play with! Mr Leet, did you get permission to convert to FO, from the creators of these objects?
posted on May 6th, 2010, 6:42 pm
Yep, I asked FahreS and he approved, the others were free for use. :D
posted on May 9th, 2010, 2:02 am
Here it is...

Attachments

map_pack1.zip
(906.74 KiB) Downloaded 403 times
posted on May 9th, 2010, 2:23 am
It is good that it is up now. :) I assume that there may be another soon. I wonder what nebulas are in the next one. :shifty:
posted on May 9th, 2010, 6:50 pm
Hmm, I installed it and followed the instructions in the readme but unfortunately, it didn't work.
In addition, I found the edit_nebulas.odf file easy enough but, on my installation, specialmapobjects.odf does not exist...
posted on May 9th, 2010, 8:17 pm
oh... I forgot the edit_ prefix in the second odf file. sorry. :sweatdrop:
posted on May 9th, 2010, 9:55 pm
Ok doke, that worked to get the Black Holes showing up in the menu. However I have a few new issues:

1 - (Solved on my system); the file pathings need to be corrected as the "tex" folder needs to be "Textures" and the odf files need to be placed within the "System" folder inside the "ODF" folder.
  a - with the odf's in the wrong place, none of the items show up in any menu.
  b - with the textures in the wrong place, the items are renders as white sods with no textures.

2 - (Partially resolved) Having placed the textures in the correct folder, only the Blue Black Hole shows up. The swirly one has a white placeholder and the nebula is broken by another error.

3 - (Unresolved) When entering the F7 menu for nebulae, after solving issue 1, the game crashes; presumably due to the nebula.

4 - (Minor bug) Perhaps less importantly, having tested the holes in a game, their ability to blow up ships appears to be lost. You simply can't fly into one, even if you want to.


Are they working correctly on your rig Mr Leet? :)
posted on May 9th, 2010, 10:27 pm
It is a beta release, I have not been able to test it yet. Can you load  the SOD in some viewer? Maybe it is missing sprite nodes? Or maybe it could be incomplete or corrupted.

As for FahreS black hole, I had it in a personal mod and it worked. I dunno why it should have a problem, I included all the sprite nodes in the readme word for word. Could it be a compatibility problem? ???

I will try to see if I have similar issues.

@1 Yes I do not have the things properly foldered... this of course is common in my releases. That is why in the readme I often refer that files should go into their proper folders. But if it really bothers you I can change it. B)
posted on May 9th, 2010, 10:32 pm
I'm about to go to sleep now, so I'll have a look at those sods later on. The file structure doesn't massively bother me because I know where to put them :). It just makes sense to put them in the right folders to start with, since there's bound to be someone who can't work it out; who will then ask you 20 questions in order to work it out B)
posted on May 10th, 2010, 6:57 pm
Last edited by Phoenix on May 10th, 2010, 7:03 pm, edited 1 time in total.
I have managed to get both of the Black Holes to work. (Is the Fahres Hole supposed to spin or just not? - Mine doesn't spin; it just pulsates and appears to get more and less dense and it does so). The M16 Nebula still causes a crash :(

The error itself reads; Access violation at address 0049DD62 in module 'armada2.exe'. Read of address 0000002C
posted on May 10th, 2010, 10:38 pm
I found something... it seems the person did not insert that you need to put something in the nebula.spr for the cloud references. :blink: If you can load the sod, you can figure out the reference names. As for me, I found something that might help:

Here is an example of a stock nebula cloud entry:

@reference=128
@tmaterial=additive
## @tmaterial=alphathreshold

radon1 Mnebula1 0 0 64 64
radon2 Mnebula1 0 64 64 64
radon3 Mnebula1 64 0 64 64
radon4 Mnebula1 64 64 64 64

And here is from the Fleetops.spr

@tmaterial=additive
@reference=256
map_iceastroid_dustA map_iceastroid_dustA 0 0 256 256
map_iceastroid_dustB map_iceastroid_dustB 0 0 256 256
map_iceastroid_dustC map_iceastroid_dustC 0 0 256 256
map_iceastroid_dustD map_iceastroid_dustD 0 0 256 256
map_iceastroid_dust_lA map_iceastroid_dust_lA 0 0 256 256
map_iceastroid_dust_lB map_iceastroid_dust_lB 0 0 256 256
map_iceastroid_dust_lC map_iceastroid_dust_lC 0 0 256 256
map_iceastroid_dust_lD map_iceastroid_dust_lD 0 0 256 256
map_nebula_fluidicA map_nebula_fluidicA 0 0 256 256
map_nebula_fluidicB map_nebula_fluidicB 0 0 256 256
map_nebula_fluidicC map_nebula_fluidicC 0 0 256 256
map_nebula_fluidicD map_nebula_fluidicD 0 0 256 256
1, 2
Reply

Who is online

Users browsing this forum: No registered users and 4 guests