Modding: FO 4.0.0.455 loader
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on August 12th, 2015, 6:26 pm
ok so int the RTS_CFG.h file place
int SHIELD_EFFECT_DAMAGE_COLORED = 0; // fo shield default colours (change to 1 for damage colours)
int SHIELD_EFFECT_RESCALE = 1; // normal full ship cover (any other value seams to make it tiny not really sure on the point of this is)
and for the normal map options see image below
have you added the dynamic_strings.h stuff for the new techtree things or would you like my file?
int SHIELD_EFFECT_DAMAGE_COLORED = 0; // fo shield default colours (change to 1 for damage colours)
int SHIELD_EFFECT_RESCALE = 1; // normal full ship cover (any other value seams to make it tiny not really sure on the point of this is)
and for the normal map options see image below
have you added the dynamic_strings.h stuff for the new techtree things or would you like my file?
Attachments
RTS_CFG.h
- heres my file
- (16.67 KiB) Downloaded 335 times
- Untitled-1.png (175.42 KiB) Viewed 942 times
posted on August 12th, 2015, 7:32 pm
I have not yet modified the strings file. I would like to have yours.
To the Fleet Ops developers: Would it be possible to transfer the teamcolor list into the RTS_CFG.h file? And for NX, please do not hardcode the teamcolors.
Are you exporting the bump map as a Normal Map or as a 2D Texture?
To the Fleet Ops developers: Would it be possible to transfer the teamcolor list into the RTS_CFG.h file? And for NX, please do not hardcode the teamcolors.
Are you exporting the bump map as a Normal Map or as a 2D Texture?
posted on August 12th, 2015, 7:53 pm
Blade wrote:int SHIELD_EFFECT_RESCALE = 1; // normal full ship cover (any other value seams to make it tiny not really sure on the point of this is)
FO3 doubled the default size of the shield bubble to play nice with the new shield SODs since it was easier than configuring shieldpad = x for each and every ship and station (and it was less buggy). It's labeled as an integer (which seems odd, I would use a float) but it could be a boolean (true/false) instead. I'd have to test.
EDIT: Yep, that's a boolean. 1 (true) enables the visual rescale FO3 uses to make the new shield models fit properly. 0 (false) uses the stock A2 scale. Invalid numbers are interpreted as 0. If you set it to 0 and combine it with int SHIELD_EFFECT_DAMAGE_COLORED = 0; you could drop in the original shield models and have them work properly. Great news for the Classic Mod. I still probably would have used a float and set it as a multiplier of the stock A2 scale.
posted on August 13th, 2015, 6:07 pm
yh but least it works ok i guess
posted on August 16th, 2015, 8:06 am
ok some sort of good news (still requires bit more testing) i think ive fixed the bumpmap issue for dds files and thats either they need an alpha or they need to be in a blue/purple colour scale or both i'll do some more testing and screenie the results
posted on October 27th, 2015, 8:50 pm
It looks like I will be unable to work on this mod for a while. Sorry about the late update.
posted on October 29th, 2015, 5:15 pm
its ok im hoping to have the klingons done within a week or 2 then i'll move on to the nxt race im still hoping to get all 5 races done by new year
posted on October 29th, 2015, 11:33 pm
O wow nice keep up the good work and thanks.
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