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 :P

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

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 :)
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.

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FO_Map_Object_Pack.rar
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