adding a ship in A1

Talk about anything related to old versions of Armada.
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posted on September 8th, 2011, 9:28 pm
ok i've put new ships in A1 before and they have worked, but i got this draconarius-class ship and put it in and it won't come up in the command pallet. all i did was remove the custom weapons and put in stock weapons, then i had to rename the textures and sod file to draconarius. for some reason everything came named rosprey or something so i renamed everything.
Textures- check
SOD- check
shipyard builditem addition- check
ship odf- check
techtree-check
Sprites (wireframe & buildbutton)- check
what am i missing?
posted on September 8th, 2011, 10:04 pm
Could you please post the shipyard, ship, and tech-tree files? Not the weapons or anything, just those three.
posted on September 8th, 2011, 10:24 pm
here is the shipyard odf

#include "station.odf"

//**********************************************************************
//MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Shipyard"
tooltip = "Ship^yard"
verboseTooltip = "Builds: Talon, Shrike, Griffon & Raptor class warships."

//Race which can build ship & starting race of ship
race = "romulan"

//Amount of time required to build ship
buildTime = 6.0

//Number of officers required to build this ship
officerCost = 5

//Number of crew required to build ship & Starting crew
crewCost = 500

//Dilithium Cost to build
dilithiumCost = 1200

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 4000

//Rate at which shield recharges (points per second... we think)
shieldRate = 3.32

//Possible Craft Names
possibleCraftNames =
"T’sau Prime" "Gaius Prime" "Hasdrabar Prime" "Praxus Prime"


//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16"
"hp17" "hp19" "hp20" "hp21"
lifeSupportTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16"
"hp17" "hp19" "hp20" "hp21"
weaponsTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16"
"hp17" "hp19" "hp20" "hp21"
shieldGeneratorTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16"
"hp17" "hp19" "hp20" "hp21"
sensorsTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16"
"hp17" "hp19" "hp20" "hp21"
hullTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16"
"hp17" "hp19" "hp20" "hp21"
criticalTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16"
"hp17" "hp19" "hp20" "hp21"

//**********************************************************************


//**********************************************************************
//Construction Parameters
buildItem0 = "rscout"
buildItem1 = "rdestroy"
buildItem2 = "rcruise1"
buildItem3 = "rcruise2"
buildItem4 = "rdraconarius"

//Hardpoint location for building.
buildHardpoint = "build"
//**********************************************************************
//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.


//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 1.00f


//**********************************************************************


//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************

eventSelect = "ShipyardSelect"
eventAcknowledge = "ShipyardAcknowledge"
eventDecommission = "ShipyardDecommission"


//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object.
classLabel = "shipyard"

//**********************************************************************
//KEYMAP LABEL
keymapLabel = "shipyard"
posted on September 8th, 2011, 10:26 pm
here is the ship odf
*please note the original odf had custom weapons, sounds and i changed #include craft.odf to cruise1.odf
i took the custom weapons out and put stock weapons in


#include "cruise1.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Draconarius Class"

//tooltips
tooltip = "Draconarius Class"
verboseTooltip = "One of the latest additions to the Romulan fleet, the Draconarius-class is a sleek and deadly attack cruiser, capable of inflicting punishing damage through its dirruptor banks and photon torpedoes."

//Race which can build ship & starting race of ship
race = "romulan"

//Amount of time required to build ship
buildTime = 5

//Number of officers required to build this ship
officerCost = 8

//Number of crew required to build ship & Starting crew
crewCost = 300

//Dilithium Cost to build
dilithiumCost = 550

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 740

/**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
enginesHitPoints = 10
lifeSupportHitPoints = 10
weaponsHitPoints = 10
shieldGeneratorHitPoints = 10
sensorsHitPoints = 10
//**********************************************************************

// This is the size of the build animation sparks.
weldingRadius = 0.5

//**********************************************************************
//**********************************************************************
//**********************************************************************
//PHYSICS Parameters

physicsFile = "battphys.odf"
avoidanceClass = 5
//**********************************************************************

//Rate at which shield recharges (points per second... we think)
shieldRate = 2.9

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames =
      "Sonnus" "Cula" "Valvonius" "Pricito"
        "Mutinsocian" "Senerus" "Fisnus" "Sannantius"
"Jonnius" "Heranius" "Delens" "Sasicius"
"Albisius" "Atis" "Ladreius" "Tonia"
"Nitrontus" "Conuvius" "Acceius" "Punia"
"Ducteris" "Vedisor" "Etrius" "Apunus"
"Minutius" "Alficus" "Equinius" "Neccelus"
"Dentius" "Asius" "Porittius" "Badrius"
"Contius" "Silia" "Fralellia" "Minia"
"Caecius" "Rato" "Faureius" "Vergiulus"
"Glecus" "Mummius" "Solian" "Vottetus"


//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Disruptor Cannon
weapon1 = "rc1phas"
weaponHardpoints1 = "hp02"

// Disruptor Cannon
weapon2 = "rc1phas"
weaponHardpoints2 = "hp03"

// Photon Torpedeo
weapon3 = "rtphot"
weaponHardpoints3 = "hp04"

// Photon Torpedeo
weapon4 = "rtphot"
weaponHardpoints4 = "hp05"

// Cloaking Device
weapon5 = "grcloak"
weaponHardpoints5 = "hp01"

// Myotronic Inhibitor
weapon6 = "gmyotron"
weaponHardpoints6 = "hp01"

/// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp13" "hp11"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp26" "hp27" "hp28"  "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35"
criticalTargetHardpoints = "hp11" "hp13" "hp21" "hp23" "hp17" "hp19" "hp32" "hp33"

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.75f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.30f

//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 4.0f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 5.0f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 11.0f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 7.5f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 10.0f

//Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 60.0f

//Percent Chance out of 100 of entire ship exploding
criticalHitPercent = 2.5f
//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************
//change the scale of the model
ScaleSOD = 1.4
//**********************************************************************
//KEYMAP LABEL
keymapLabel = "rom_phaser"
posted on September 8th, 2011, 10:29 pm
here is the techtree file did you need just tech1.tt? or do you need fulltech as well?

this is the romulan section of tech1.tt

rbase.odf    0
rmining.odf  0
rdraconarius.odf 0
rconst.odf  1 rbase.odf
rsensor.odf  1 rbase.odf
rturret.odf  1 rbase.odf
ryard.odf    1 rbase.odf
rfreight.odf 2 rmining.odf rbase.odf
rscout.odf  1 ryard.odf
rdestroy.odf 1 ryard.odf
rresear.odf  1 rbase.odf
rturret2.odf 1 ryard.odf
rcruise1.odf 1 rresear.odf
rcruise2.odf 1 rresear.odf
ryard2.odf  2 ryard.odf rresear.odf
rspecial.odf 1 ryard2.odf
rresear2.odf 2 ryard.odf rresear.odf
rbattle.odf  1 ryard2.odf
rsuperbl.odf 3 rbase.odf ryard2.odf rresear2.odf
rsuper.odf  1 rsuperbl.odf
gbholeg.odf  0

rompod1.odf  2 rresear.odf ryard2.odf
rompod2.odf  1 rresear.odf
rompod3.odf  1 rresear.odf
rompod4.odf  1 rresear.odf
rompod5.odf  1 rresear.odf
rompod6.odf  1 rresear2.odf
rompod7.odf  1 rresear2.odf
rompod8.odf  1 rresear2.odf
rompod9.odf  1 rresear2.odf
gshieldi.odf 1 rompod1.odf
gromspy.odf  1 rompod2.odf
gposijam.odf 1 rompod3.odf
gmyotron.odf 1 rompod4.odf
gdetectr.odf 1 rompod5.odf
gholoemt.odf 1 rompod6.odf
gpsyblst.odf 1 rompod7.odf
gesconv.odf  1 rompod8.odf
gpcloak.odf  1 rompod9.odf
posted on September 9th, 2011, 3:26 am
It looks good so far. You mentioned that you renamed the textures, did you edit the new sprite entries to reflect that?

SPARTAN078 wrote:here is the techtree file did you need just tech1.tt? or do you need fulltech as well?

Nope, just tech1.
posted on September 9th, 2011, 3:39 am
yes i renamed the sprite entries for the wireframes and buildbutton to draconarius
posted on September 9th, 2011, 3:58 am
Now I figured it out, in A1 ODF names can be no longer than eight characters long plus the extension. Try renaming rdraconarius.odf to rdracon.odf and change references to match.
posted on September 9th, 2011, 9:53 am
it can only handle 8.3 filenames? wtf, were they using dos?
posted on September 9th, 2011, 11:39 am
thanks ill try it
posted on September 9th, 2011, 11:59 am
ok the ship build now but the textures don't work the ship appears plain white. i renamed all the texture files too.
Here are the names

gbrdracon.tga
rdracon.tga
RWrdracon.tga

what else is wrong?
posted on September 9th, 2011, 12:04 pm
By 'renamed', I assume you mean they're not using the names they came with? If so, the ships sod is unlikely to find the textures it is looking for because they no longer exist.

Textures are attached to the sod by name in A2, and I'm pretty sure A1 does it the same.
posted on September 9th, 2011, 3:32 pm
i've renamed the sod to rdracon. i've renamed the textures to rdracon as well. it should work now but it doesn't
posted on September 9th, 2011, 3:39 pm
SPARTAN078 wrote:i've renamed the sod to rdracon. i've renamed the textures to rdracon as well. it should work now but it doesn't


Rename the textures back to the originals. The way the model is set up is so that it looks for a certain name (not necessarily it's name) in the texture directory. It's quite a complicated task to change the names without access to the model in a program like Milkshape or Max; so just change the texture files to their original names and you should be good  :thumbsup:.
posted on September 9th, 2011, 3:40 pm
I didn't mean that, I meant that they are attached to the sod using the original name and it looks for textures files of that name. Try with the texture name reverted back to what it came as and see if it works.

Ninja'd!
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