CMDBob's modding problems

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on October 15th, 2011, 5:03 pm
Last edited by CMDBob on October 15th, 2011, 6:30 pm, edited 1 time in total.
I've been trying to make a mod for Fleet Ops, and I've got the SOD all ready, all the ODF coded up, etc...

Now, when I come to add the ship in the editor, I go to the custom category I've made and it either crashes there and then, or lets me on and crashes when I try to add my ship.

I can't tell what I've done wrong, so some help would be appreciated.

Edit: Changed title so I can use this as my thread to ask about problems, instead of cluttering up the forums.
posted on October 15th, 2011, 5:06 pm
could you post some odf's?  It seems like a weapon error, but it could be the result of any number of misspellings.
posted on October 15th, 2011, 5:08 pm
No problem, I'll attach my ODF.

Attachments

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posted on October 15th, 2011, 5:13 pm
classlabel = "class" -> needs to be a real classlabel :)

Oh, and of course, welcome to the forums!  :thumbsup:
posted on October 15th, 2011, 5:16 pm
Last edited by CMDBob on October 15th, 2011, 7:13 pm, edited 1 time in total.
Ahh, I knew it had to be something THAT stupid and small! All fixed now. Thanks! Now to get the build icon and such working.
posted on October 15th, 2011, 7:13 pm
Now I've got another problem; I can spawn the ship in the editor, but when I add it to Risner's Antares Yard, it won't show up in the build menu. I've added an entry for it in the sprites file, but no luck.
posted on October 15th, 2011, 7:25 pm
You've added it to the tech tree, right?
posted on October 15th, 2011, 7:36 pm
Last edited by CMDBob on October 15th, 2011, 7:42 pm, edited 1 time in total.
Yeah, it's in both freetech and tech1.

EDIT: However, the game isn't reading them as I'm stupid. I misnamed the techtree directory as techtrees. Ah well. :sweatdrop:
posted on October 15th, 2011, 9:09 pm
Last edited by CMDBob on October 16th, 2011, 8:20 pm, edited 1 time in total.
Man, I'm finding problems with my modding quickly! Got the ship ingame, all with custom weapons. Got the weapons with restricted firing arcs, including one on the aft pointing away from the ship, but even with the restriction, it still fires forward at enemies.

(I'm using Max 5 to make my SODs, too. I've got a feeling it's something in the sod, a hardpoint that isn't rotated right.)

EDIT: I've done some more editing on it, both in the SOD and weapon ODF, and it just won't work the way I wanted it. I want the weapon's arc to go in the direction of the hardpoint, but the game just seems to have the weapon's arc in the direction of the ship. odd.
posted on October 18th, 2011, 4:51 pm
So no one can answer why my weapon arcs don't work as I thought they'd work?

Ah well, I'll have to work around it.
posted on October 18th, 2011, 5:03 pm
Well, you pinpointed the reason (presuming those weapons do have limited arcs actually): the hardpoint must not be rotated correctly  :sweatdrop: . I know this causes problems for a lot of modders and I believe that the modeling programs generally aren't too good with getting the hardpoints in the correct position on the first, second try etc :blush:
posted on October 18th, 2011, 5:09 pm
Yeah, very few people know how to properly rotate hardpoints. :pinch:  I have yet to be successful at it. :(
posted on October 18th, 2011, 5:12 pm
I've tried rotating those hardpoints everywhich way, in both Max and Milkshape. Hmm, I might not be getting the hardpoint direction right in the first place. I assume it does the arcing along the y axis like this:
Image

(assume the red is the arcing of the weapon)
posted on October 18th, 2011, 6:57 pm
actually, it would do it along the z axis, like this. ^-^

Image
posted on October 18th, 2011, 8:47 pm
Hmm, I've now got all my hardpoints rotated so Z points in the right direction of fire, and it still refuses to work, as the rear mounted photons on one of my ships refuse to fire unless the ship is pointing forward.
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