Importing FO-external ships
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posted on January 20th, 2009, 11:41 pm
Hi everybody!
1) Is there a possibility to import ships, which were not created by the FO-team, into FleetOps. For example, if like to create a map, that contains these two Son'a ships, which are commonly known (even stock armada 1), what do you have to do to make the SOD "visible" to FleetOps? Is there some tool? Is there some manual?
2) If former was possible: Does adding new Ships cause the Game to be an altered version and not multiplayer compatible anymore? I am cosseted by Warcraft 3, where you can put just everything into a costum map and it does not affect the core-game. Such a feature would allow users to create an altered ship (e.g. Sela's Warbird) manually for just one map without bothering the FleetOps-team.
1) Is there a possibility to import ships, which were not created by the FO-team, into FleetOps. For example, if like to create a map, that contains these two Son'a ships, which are commonly known (even stock armada 1), what do you have to do to make the SOD "visible" to FleetOps? Is there some tool? Is there some manual?
2) If former was possible: Does adding new Ships cause the Game to be an altered version and not multiplayer compatible anymore? I am cosseted by Warcraft 3, where you can put just everything into a costum map and it does not affect the core-game. Such a feature would allow users to create an altered ship (e.g. Sela's Warbird) manually for just one map without bothering the FleetOps-team.
posted on January 21st, 2009, 6:41 am
1) Importing a model should be so bad, just copy an armada2 sod in the sod folder and its textures in the texture folder, just like in armada2. imprting the ODFs can be a bist nasty, would recommend cloning an existing vessel
2) Yep, all changes to odfs or sods will cause your game to have a different version
2) Yep, all changes to odfs or sods will cause your game to have a different version
posted on January 21st, 2009, 6:48 am
I tried to import a Venture Refit into FO without positive results too. I placed the odf in the folder as is without making leveled up versions. I added it to a shipyard but there was no build icon for the ship. I had no way of knowing if the addition worked or not.
posted on January 21st, 2009, 7:52 am
it does work (did you install the build button correctly as these pics show
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apart from the prometheus and nova there all stock A1/2 ships. but like Optec said the odfs are a pain in the butt and it is best just to use an existing fo3 odf as a base
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apart from the prometheus and nova there all stock A1/2 ships. but like Optec said the odfs are a pain in the butt and it is best just to use an existing fo3 odf as a base
posted on January 21st, 2009, 4:48 pm
Putting the SOD/Textures into into Fleet Ops from Armada 2 just gets the Error box. The same goes for Armada 2 from Fleet Ops.
posted on January 22nd, 2009, 3:34 am
it does work (did you install the build button correctly as these pics show
Button? What button? The ship files only come with odf, sod, and tga files so the icon must be included with one of those files.
posted on January 22nd, 2009, 8:56 am
the buttons are tga there defined in the gui_global.spr same as wireframes. to get the armada2 ships to work you need to add the lights and emitters (mainly emitters) sprites from a2 the easiest way to do this is to make a backup of emitter.spr and lights.spr (from you normal a2 sprites directory) and rename them to a2emitter.spr and a2lights.spr now place these in your fo3 sprite directory and open the fleetops.spr. now directly under were it says sprite_table paste this line
@include A2emitter.spr
then save and close
next (this is optional as it wont affect the ship/station from working) open the lights.spr and directly under sprite_table type this line
@include A2lights.spr
this will get the actual mesh to show and not a error box
note this technique canalso be used to get stock weapons in fo3 first make a backup of your normal weapons.spr file and rename to a2weapons.spr and copy over to your fleetops directly like you did with the emitter and lights file. now under were you typed @include A2emitter.spr in the fleetops.spr file you need to type
@include A2weapons.spr
@include A2emitter.spr
then save and close
next (this is optional as it wont affect the ship/station from working) open the lights.spr and directly under sprite_table type this line
@include A2lights.spr
this will get the actual mesh to show and not a error box
note this technique canalso be used to get stock weapons in fo3 first make a backup of your normal weapons.spr file and rename to a2weapons.spr and copy over to your fleetops directly like you did with the emitter and lights file. now under were you typed @include A2emitter.spr in the fleetops.spr file you need to type
@include A2weapons.spr
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