Modeling Programs and other Questions

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on October 6th, 2010, 1:56 am
Last edited by Dominus_Noctis on October 6th, 2010, 2:03 am, edited 1 time in total.
What modeling programs do you guys typically use?  Also I've added a new race to my mod, everything works fine except, I get a twirling ERROR sign that appears over everything.  Any tips into curing this?

Dom EDIT: Topic split :)
posted on October 6th, 2010, 1:58 am
check to see that you are have placed the sod files in the right place and make sure they are named correctly (i think thats the issue its been a while)
posted on October 6th, 2010, 2:00 am
This should help :)
Bug / Crash Checklist - The Hitchhiker's Guide to Fleet Operations

Probably this:
2: The SOD of the unit is missing or an emitter is used and not specified in the sprite files.



EDIT: Ninj'ad
posted on October 6th, 2010, 3:25 am
Checked the guide and could find anything to help here is a pic of the problem.

Attachments

FOScreenShot_090610_231917.png
posted on October 6th, 2010, 5:56 am
Ahh the spinning error around things when you select them. This isn't too bad of a fix. Every time you make a new race they need a selection bubble SOD, though if you don't make your own the best way is to just copy the default FO one and rename it. In the SOD folder there's a file called "select.sod" Just copy it and rename it "select_(whatever the name of your race is).sod". I presume your race is the Shivans, so it most likely will be "select_shivan.sod". That should get the spinny error of doom to go away.
posted on October 6th, 2010, 2:20 pm
Added to the guide now :). Would have been helpful to know that TUN!  :lol:
posted on October 6th, 2010, 3:00 pm
heh, yeah.  You need a selection sod.  :sweatdrop:
posted on October 6th, 2010, 4:05 pm
Sweet! Thanks!
posted on October 6th, 2010, 5:35 pm
I'm curious, are the Selection, pulse, and torp SODs viewable in Assimview? I want to install new torpedoes and the only way I can think of is renaming the sprite node and saving the edited version as a new copy.
posted on October 6th, 2010, 8:30 pm
they are.
posted on October 6th, 2010, 9:00 pm
you can also use simple sprite definitions in uni torpedoes if deleting the sod reference (just as you would for normal torpedoes)
posted on October 7th, 2010, 12:28 am
Really?!  Thats cool, so it won't crash if you supply it with a sprite instead of an SOD? 
posted on October 7th, 2010, 12:30 am
Nope :)
I thought you had known that already though...  :blush:
posted on October 7th, 2010, 12:34 am
actually, I cheated in my mod. :pinch:  Good to know though, now I can delete some excess odf's.
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