Map Object Pack
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posted on May 11th, 2010, 6:05 pm
cool, what do you use to open up SOD files?
posted on May 12th, 2010, 1:16 pm
I use Assimsoft loader, but I think that anything that can view the hardpoint names would be just fine.
posted on May 22nd, 2010, 10:14 am
Last edited by Anonymous on May 22nd, 2010, 10:26 am, edited 1 time in total.
I downloaded it, but havent got it to work yet 
However, Phoenix, A2 black holes only affect ships with no engines
EDIT: I can definitely confirm that black holes work very very well, especially with sovereigns

However, Phoenix, A2 black holes only affect ships with no engines

EDIT: I can definitely confirm that black holes work very very well, especially with sovereigns

posted on August 21st, 2010, 6:51 pm
Last edited by 086gf on August 21st, 2010, 8:32 pm, edited 1 time in total.
Since noone has posted how to get the nebula to work ingame or fixed the blackholes I'd thought I would share the fixes I made.
Firstly, the DLS entry. I had to make some minor changes here.
Second, getting the nebula to do everything that its ment to do. Here is everything I changed.
And last but not least the original entries for the M16 nebula straight from its readme added into the fleetops.spr file.
Also fixed the blackholes so that they both use the proper map icon aswell as shrinking the mapicon itself so that its not taking up a tenth of the mini map aswell as removing the black background so that it doesn't srew up the mini map.
Firstly, the DLS entry. I had to make some minor changes here.
- Code: Select all
"AUTOTOOLTIP-map_nebula_lucid.odf", "
• Disables Sensors
• Disables Cloak
• Disables Shields
• Disables Weapons
• Vessels inside are hidden
• Vessel speed is greatly reduced
due to cloud density
",
Second, getting the nebula to do everything that its ment to do. Here is everything I changed.
- Code: Select all
//tooltips
tooltip = "Lucid Nebula"
verboseTooltip = "AUTOTOOLTIP-map_nebula_lucid.odf"
// How expensive it is to path through
pathing_cost = 600
// Effect Radius of nebula
effectRadius = 600
// How do we slow down ships? (coefficient is a multiple, speed limit
// is a cap; set speed limit to -1 to have an unlimited speed limit)
craft_speed_coefficient = 1.0
craft_speed_limit = 35
And last but not least the original entries for the M16 nebula straight from its readme added into the fleetops.spr file.
- Code: Select all
map_nebula_tetrionX1 map_nebula_tetrionX1 0 0 256 256
map_nebula_tetrionX2 map_nebula_tetrionX2 0 0 256 256
map_nebula_tetrionX3 map_nebula_tetrionX3 0 0 256 256
nebm161 mnebulaM16 0 0 256 256
nebm162 mnebulaM16 0 256 256 256
nebm163 mnebulaM16 256 0 256 256
nebm164 mnebulaM16 256 256 256 256
@tmaterial=alpha
@reference=512
map_astroid_fieldA map_astroid_fieldA 0 0 512 512
map_astroid_fieldB map_astroid_fieldB 0 0 512 512
map_astroid_fieldC map_astroid_fieldC 0 0 512 512
map_astroid_fieldD map_astroid_fieldD 0 0 512 512
- Code: Select all
@sprite_node nbiomaA map_nebula_biomassA const (150,150) (1,1,1) billboard
@sprite_node nbiomaB map_nebula_biomassB const (150,150) (1,1,1) billboard
@sprite_node nbiomaC map_nebula_biomassC const (150,150) (1,1,1) billboard
@sprite_node nbiomaD map_nebula_biomassD const (150,150) (1,1,1) billboard
@sprite_node m16nebo1 nebm161 const (130,130) (1,1,1) billboard
@sprite_node m16nebo2 nebm162 const (220,220) (1,1,1) billboard
@sprite_node m16nebo3 nebm163 const (370,370) (1,1,1) billboard
@sprite_node m16nebo4 nebm164 const (180,180) (1,1,1) billboard
#light stuff
@sprite_node asfieldlA map_astroid_field_lA const (150,150) (1,1,1) billboard
@sprite_node asfieldlB map_astroid_field_lB const (150,150) (1,1,1) billboard
@sprite_node asfieldlC map_astroid_field_lC const (150,150) (1,1,1) billboard
@sprite_node asfieldlD map_astroid_field_lD const (150,150) (1,1,1) billboard
@sprite_node asfieldlE map_astroid_field_lA const (150,150) (1,1,1) billboard
@sprite_node asfieldlF map_astroid_field_lB const (150,150) (1,1,1) billboard
@sprite_node asfieldlG map_astroid_field_lC const (150,150) (1,1,1) billboard
@sprite_node asfieldlH map_astroid_field_lD const (150,150) (1,1,1) billboard
Also fixed the blackholes so that they both use the proper map icon aswell as shrinking the mapicon itself so that its not taking up a tenth of the mini map aswell as removing the black background so that it doesn't srew up the mini map.
posted on August 25th, 2010, 11:15 am
That is some excellent work!
Mr Leet, I would probably upload an updated version of this pack to reflect 086gf's changes
Mr Leet, I would probably upload an updated version of this pack to reflect 086gf's changes

posted on August 25th, 2010, 1:08 pm
It would be really nice to get some custom made object pack. Maybe the devs can include the best parts of it to the next release.
posted on August 25th, 2010, 2:04 pm
Phoenix wrote:That is some excellent work!
Mr Leet, I would probably upload an updated version of this pack to reflect 086gf's changes
I would like to however I kinda have a full plate as of this moment.

posted on August 25th, 2010, 7:02 pm
Mind if I upload it in whole?
posted on August 27th, 2010, 2:57 pm
I don't mind.
posted on August 30th, 2010, 7:09 pm
Last edited by 086gf on August 30th, 2010, 7:52 pm, edited 1 time in total.
Alright I will have it uploaded here shortly.
EDIT: Ok, here it is.
EDIT: Ok, here it is.
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FO_Map_Object_Pack.rar
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