Help with mod
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on July 11th, 2012, 10:12 am
ouch 6 posts in a row. only modders can help with the modding problems you're having, i have absolutely no idea how to help you mod.
posted on July 11th, 2012, 1:54 pm
Destroyer92 wrote:Alright, I have the first set of develpoment screenshots. Does anyone know how to post multiple shots?
Sorry, Adm. Zaxxon, I havent been able to enable the newer model for the Haze MK-3
I've been trying to get it to work, but no luck.
Anyway:
The image I included is the Haze MK-3 (Model from several years ago) It has 25 thousand triangles, which I found out when I ran an FPS check.
Well, that explains why normal Armada II kept slowing down whenever 1 was on the screen.
The interface is my design. I cant remove the Tritanium and Dilithium images, and I dont have a replacement for the Supply. (Now credits)
Sorry man, I haven't had much time for modding lately. How is the ship not working in game again?
If it is in game, but you cant see anything, make sure its materials are !phong_materialname_!lambert if it has noalpha in there, it will show up invisible.
posted on July 11th, 2012, 2:27 pm
could you get a shot of it from the underside? try and give it a "beauty shot"
That will take a bit.
or have it while its in action firing a weapon like this tavara
That's easy. I made a small map to test the ships I put in game.
Here's some more pictures. Included is the DSS Morte Navi, or at least, its old counterpart before it became the 'Morte Navi'. This model is older then all of my models, except 1. I made this just after I got the hang of Sketch Up.
Comments?
Sorry man, I haven't had much time for modding lately. How is the ship not working in game again?
If it is in game, but you cant see anything, make sure its materials are !phong_materialname_!lambert if it has noalpha in there, it will show up invisible.
It's no problem, man. The ship hasn't worked at all, and I cant use Milkshape. I've almost got my computer back up to full power, and when I do, I'll have access to 3DS Max. Then, and only then, will all hell break loose. >:D (Laughs Evily)
Back to the discussion; what your saying might be the problem, but I wont know until my computers back up. I can try applying the textures to the current ships, but it might not look that good on the older models.
Attachments
- FOScreenShot_120711_081812.png (50.76 KiB) Viewed 906 times
- FOScreenShot_120711_081750.png (137.93 KiB) Viewed 906 times
- FOScreenShot_120711_081606.png (101.33 KiB) Viewed 906 times
posted on July 11th, 2012, 2:46 pm
And here's more, this time I have beauty shots. Destroyer ships against Federation, as was originally intended when I started my books.
Comments?
Comments?
Attachments
- FOScreenShot_120711_084333.png (919.98 KiB) Viewed 904 times
- FOScreenShot_120711_084028.png (58.87 KiB) Viewed 904 times
- FOScreenShot_120711_084502.png (903.35 KiB) Viewed 904 times
posted on July 11th, 2012, 3:27 pm
not quite sure why you are focusing on your older versions?

i thought this was the one you were going with.
i thought this was the one you were going with.
posted on July 12th, 2012, 3:56 am
You have the option of building the older Haze classes. So far, I have 4 types. (5 if you count the Morte Navi) Each one uses the best weapons of the time period.
The only difference between the two is that the MK-3 is larger, has stronger shield and weapons, and can cloak. It uses Laser Banks (Beam version) and Photomon Torpedoes.
The older version has better hull, as it was originally designed to last, and still does. However, it cant cloak, and its shields are weak. It also has weaker weapons. (stock) It's also faster, cheaper, and its (stock) secondary weapon can pierce through shields and doesn't need reloading. It uses Laser Cannons and Archer Missiles.
The Morte Navi is a MK-1, but is a modified design, built from scratch rather then upgraded. It's technology is newer, and combines the benefits of both designs. However, the fields that normally protect the hull are not as powerful as those of a MK-1, so the hull is slightly weaker.
The Morte Navi uses Laser Cannons, Laser Banks, new Type-J Photomon Torpedoes, (Morte Navi only) and a new Type-4 Minigun. (Not working for some reason)
The only difference between the two is that the MK-3 is larger, has stronger shield and weapons, and can cloak. It uses Laser Banks (Beam version) and Photomon Torpedoes.
The older version has better hull, as it was originally designed to last, and still does. However, it cant cloak, and its shields are weak. It also has weaker weapons. (stock) It's also faster, cheaper, and its (stock) secondary weapon can pierce through shields and doesn't need reloading. It uses Laser Cannons and Archer Missiles.
The Morte Navi is a MK-1, but is a modified design, built from scratch rather then upgraded. It's technology is newer, and combines the benefits of both designs. However, the fields that normally protect the hull are not as powerful as those of a MK-1, so the hull is slightly weaker.
The Morte Navi uses Laser Cannons, Laser Banks, new Type-J Photomon Torpedoes, (Morte Navi only) and a new Type-4 Minigun. (Not working for some reason)
posted on July 17th, 2012, 12:35 am
Been working on getting my computer to have Windows 7. Also been working on the Morte Navi. It's not textured, but as soon as I have access to 3DS Max, that will change. (Note: smoothing wont happen until its run through Milkshape or 3DS Max)
Here's the Morte Navi, a Haze Class Mark 1 Alpha. Equiped with the newest technology on the market, (including some experimental tech) the Morte Navi is fast, agile, and has shields stronger then those of the current Haze Mark 4. (Not currently in game. Partly modeled.) It's hull is, however, slightly weaker then a Haze Mark 2 (see Haze Mark 4 comments)
She is equipped with Enhanced Laser Cannons, Enhanced Laser 'Beam' Banks, Type-J Photomon Torpedoes, and an upgraded version of the Type-4 Minigun.
The Type-J Photomon Torpedoes are exclusive to the Morte Navi, as their creator, Jeanette Cantrell, is the Morte Navi's Science Officer. The torpedo is actually smaller then a Photomon Torpedo, so more can be stored, and has more power, but it takes longer to reload then normal when near a reloading station.
The Morte Navi has cloaking shields, unlike the normal Mark 1s, and its designed so the ship can fire while cloaked. (This same ability is available for normal ships from one of the avatars you can chose)
As an idea, the Morte Navi's capable of upgrading her Minigun into a Type-7 Heavy Plasma gun or a Type-8 Omega Type Plasma Gun. The other weapons stay the same.
Here's the Morte Navi, a Haze Class Mark 1 Alpha. Equiped with the newest technology on the market, (including some experimental tech) the Morte Navi is fast, agile, and has shields stronger then those of the current Haze Mark 4. (Not currently in game. Partly modeled.) It's hull is, however, slightly weaker then a Haze Mark 2 (see Haze Mark 4 comments)
She is equipped with Enhanced Laser Cannons, Enhanced Laser 'Beam' Banks, Type-J Photomon Torpedoes, and an upgraded version of the Type-4 Minigun.
The Type-J Photomon Torpedoes are exclusive to the Morte Navi, as their creator, Jeanette Cantrell, is the Morte Navi's Science Officer. The torpedo is actually smaller then a Photomon Torpedo, so more can be stored, and has more power, but it takes longer to reload then normal when near a reloading station.
The Morte Navi has cloaking shields, unlike the normal Mark 1s, and its designed so the ship can fire while cloaked. (This same ability is available for normal ships from one of the avatars you can chose)
As an idea, the Morte Navi's capable of upgrading her Minigun into a Type-7 Heavy Plasma gun or a Type-8 Omega Type Plasma Gun. The other weapons stay the same.
Attachments
- Morte Navi.jpg (75.81 KiB) Viewed 836 times
posted on July 20th, 2012, 1:50 am
New problem. I have been trying to get the gun on the Morte Navi to work, but for some reason, it's not firing, like its not there.
The gun uses 'replicated' ammo, so it doesn't drain from the ammo load, and everything shows that it should be firing, but nothing comes out, not even the firing sounds.
I appreciate any help.
The 'Gun'
The 'Bullet'
Any advice?
The gun uses 'replicated' ammo, so it doesn't drain from the ammo load, and everything shows that it should be firing, but nothing comes out, not even the firing sounds.
I appreciate any help.
The 'Gun'
- Code: Select all
ordname = "DST_Type-4_Morteo"
wpnname = "Type-4 Minigun"
tooltip = "Type-4 Minigun"
verbosetooltip = "AUTOTOOLTIP-fedW_sovereign2.odf"
shotcycleresettime = 3.0
shotdelay0 = 0.10
shotdelay1 = 0.10
shotdelay2 = 0.10
shotdelay3 = 0.10
shotdelay4 = 0.10
shotdelay5 = 0.10
shotdelay6 = 0.10
shotdelay7 = 0.10
shotdelay8 = 0.10
shotdelay9 = 0.10
shotdelay10 = 0.10
shotdelay11 = 0.10
shotdelay12 = 0.10
shotdelay13 = 0.10
shotdelay14 = 0.10
shotdelay15 = 0.10
shotdelay16 = 0.10
shotdelay17 = 0.10
shotdelay18 = 0.10
shotdelay19 = 5.0
range = 1000
firesound = "MorteGunFire.wav"
special = 0
hitchance = 1
impulsetohitmodifier = 0
stoptohitmodifier = 0
tohitimpulsemodifier = 0
tohitstopmodifier = 0
classlabel = "cannonimp"
needtarget = 1
speakonattack = 0
attackspeech = 0
The 'Bullet'
- Code: Select all
damagebase = 3
damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0
hullcrewmodifier = 0
//The type of damage applied to a ship
//0 = Shields, then Hull
//1 = Hull only
//2 = Shields only
damageMode = 1
shotgeometry = "romW_projectile.SOD"
ignoreshield = 1
lifespan = 6.0
omegaturn = 0
shotaccel = 70.0
seektime = 0
//explosionhit = "fedW_quantumH"
//explosionshieldhit = "fedW_quantumHS"
hitsound = "Chain4Imp.wav"
shotspeed = 1000.0
classlabel = "unitorpedo"
spriteduration = 1
shotcolor = 227
radius = 0
Any advice?
posted on July 22nd, 2012, 6:40 am
Newer, and even bigger problem guys. The dynamic localized strings wont display my text for my mod. Not sure what to do.
Anyone wanna take a crack at it?
Anyone wanna take a crack at it?
posted on July 22nd, 2012, 6:59 pm
Well, the gun problem sounds like either you don't have special energy, or the hardpoint it is used on the ship doesn't exist
If you post the section of the dls.h file, maybe I could take a look?
If you post the section of the dls.h file, maybe I could take a look?

posted on July 22nd, 2012, 7:54 pm
Well, the gun problem sounds like either you don't have special energy, or the hardpoint it is used on the ship doesn't exist
That may be true. I haven't looked at the models HPs for years, so I have no idea how many there are, or where they are truly placed. One Laser Cannon is on the Morte Navi's upper dish, well away from where it should be. For all I know, the area where the gun fires is actually different. I'll look into it.
As for the DLS, the actuall thing is probably too long to show. Here's a sample, though if you want the full thing, let me know.
- Code: Select all
"AUTOTOOLTIP-DST_ACGun.odf", "
Damage
Shot Delay
Weapon range: Medium
Restricted firing arc
Designed to fire in short bursts,
the Type-3 Piercing Gun is a
perfect Anti-Crew weapon.
Its 652mm caseless ammunition is capable
of piercing the hull of a ship and
'bouncing' around, killing any crewmen
in the area.
",
All I know is that no matter what, it doesn't work, no matter how much I try and make it work. Even my prototype DLS didn't work.
Any ideas?
posted on July 24th, 2012, 3:53 am
Looks like you were right, Adm. Zaxxon. After I had started hardpointing the Morte Navi's new image, I had set the HPs to corispont to it. When it failed to work, I switched to the old model, but forgot the HPs. Thanks to your suggestion, I have corrected the problem, with the gun and the weapons.
Damn...I have a lot of HPs for the older model, mostly impact points.
Still having problems with the DLS. I'm giving up on it for now, but I'm still gonna make new strings for it.
Hey, any idea on what I could say is the reason the Archer Missile can pass through shields? Normal weapons with warheads cant, so I need a good explanation. In the string, I say its a Thoron Field, but I want it to sound like something better, and less Trekkie. Any ideas?
Damn...I have a lot of HPs for the older model, mostly impact points.
Still having problems with the DLS. I'm giving up on it for now, but I'm still gonna make new strings for it.
Hey, any idea on what I could say is the reason the Archer Missile can pass through shields? Normal weapons with warheads cant, so I need a good explanation. In the string, I say its a Thoron Field, but I want it to sound like something better, and less Trekkie. Any ideas?
posted on July 24th, 2012, 11:33 pm
how are you referencing the dls entry on the odf? 

posted on July 25th, 2012, 12:42 am
At first, I was using the usual format...
...But as time went on, I started using my own.
If I am suppose to do it a certain way, I'll do it, but if not, the above example is how I would use it.
Also, would the #include code damage anything? I was thinking of having the original strings in a separate file and just have the DLS file use the #include code on it for the rest of the strings.
- Code: Select all
"AUTOTOOLTIP-DST_Defender.odf"
...But as time went on, I started using my own.
- Code: Select all
"DST-Ship_Defender"
If I am suppose to do it a certain way, I'll do it, but if not, the above example is how I would use it.
Also, would the #include code damage anything? I was thinking of having the original strings in a separate file and just have the DLS file use the #include code on it for the rest of the strings.
posted on July 25th, 2012, 12:48 am
I think I figured out why my old models work, and not my new ones.
When I made the models, like the Haze MK-1, I made it with the dish as a single unit, as were the engines. (I made 1, copied it, and flipped it) From there, I kept it as a single unit, despite me texturing 3 separate sections of the dish. Now that I look at my new models, namely the new MK-3, I separated the dish into 3 or 4 separate sections, and don't get me started on the warp engines. Does anyone think recombining everything into 1 unit will work? (with the dish as 1, and the nacelles as 1 each)
When I made the models, like the Haze MK-1, I made it with the dish as a single unit, as were the engines. (I made 1, copied it, and flipped it) From there, I kept it as a single unit, despite me texturing 3 separate sections of the dish. Now that I look at my new models, namely the new MK-3, I separated the dish into 3 or 4 separate sections, and don't get me started on the warp engines. Does anyone think recombining everything into 1 unit will work? (with the dish as 1, and the nacelles as 1 each)
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