Tereanan Empire Mod - CANCELLED!
posted on July 30th, 2010, 11:27 pm
I may make some modifications to a few of the polygons at the corners of the warp nacelles, but other than that, the geometry is final. I've made a couple of tweaks to the bridge area to improve on the texture map.
The vessel is an ally of the Federation. Although, the fact that Tereana is enemies with the Klingon Empire is testing their relationship with the Federation.
The vessel is an ally of the Federation. Although, the fact that Tereana is enemies with the Klingon Empire is testing their relationship with the Federation.
posted on July 30th, 2010, 11:43 pm
I like the look of the ship. It makes me wish that i could figure out how to texture so i could finish my Centaur-esque ship...
posted on July 31st, 2010, 12:35 am
What line in the weapon ordinance file do I use to get the weapon to ignore the shields again?
posted on July 31st, 2010, 12:37 am
I believe it was damagmode.
posted on July 31st, 2010, 1:18 am
Last edited by TChapman500 on July 31st, 2010, 1:21 am, edited 1 time in total.
Something went wrong. My hardpoints didn't export.
I used a gmax plugin to export the model to Starfleet Command MOD, then when I went into milkshape, the hardpoints didn't appear. I exported the model to SOD and now when I load it up in fleet-ops, the game crashes.
I used pointer helper for the hardpoints.
I used a gmax plugin to export the model to Starfleet Command MOD, then when I went into milkshape, the hardpoints didn't appear. I exported the model to SOD and now when I load it up in fleet-ops, the game crashes.
I used pointer helper for the hardpoints.
posted on July 31st, 2010, 1:28 am
you can hardpoint in milkshape if you need to.
I never found it that hard.

posted on July 31st, 2010, 2:08 am
Okay, I've just redone the hardpoints and I've figured out why the thing crashed. The Tereanan Empire doesn't have all of the components for fleet-ops yet. So I just put it as a Federation vessel for now. Now the vessel isn't rendered anymore. Here's the code.
ship
weapon
weapon ordinance
Oh, and the weapon does not ignore the shields.
ship
- Code: Select all
unitname = "Voyager Class"
tooltip = "Voyager Class"
verbosetooltip = "AUTOTOOLTIP-ter_voyager.odf"
hotkeylabel = "GAME-HOTKEY-V"
race = "unitedfederation"
buildtime = 75
crewcost = 250
dilithiumcost = 0
tritancost = 450
supplycost = 25
worthxp = 28
xplevel = 1
nextrankclass = "ter_voyager"
nextrankxp = 15
recycledilithium = 0
recycletritanium = 125
recyclesupply = 8
recycletime = 45
maxhealth = 175
curhealth = 175
healthrate = 4
maxshields = 875
curshields = 875
shieldrate = 15
shieldgeneratorhitpoints = 25
engineshitpoints = 25
weaponshitpoints = 25
lifesupporthitpoints = 25
sensorshitpoints = 25
attackpower = 1.000
intrinsicvalue = 1.000
physicsfile = "smooth_physics_110.odf"
trekphysicsfile = "smooth_physics_110.odf"
weapon1 = "terW_voyager1"
weaponhardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16"
enginestargethardpoints = "hp13" "hp14" "hp15" "hp16"
lifesupporttargethardpoints = "hp02" "hp03" "hp04" "hp05"
weaponstargethardpoints = "hp17" "hp18" "hp19" "hp20"
shieldgeneratortargethardpoints = "hp06" "hp07" "hp08" "hp09"
sensorstargethardpoints = "hp10" "hp11" "hp12"
hulltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
criticaltargethardpoints = "hp10" "hp11" "hp12"
possiblecraftnames = "TSS Voyager"
shipclass = "cruiser"
shiptype = "D"
enginesrepairtime = 2.0
lifesupportrepairtime = 0.5
weaponsrepairtime = 2.0
shieldgeneratorrepairtime = 2.0
sensorsrepairtime = 2.0
avoidanceclass = 3
weldingradius = 0.25
fireball = "x_medium_explosion"
eventselect = "Basic1DestroyerSelect"
eventacknowledge = "Basic1DestroyerAcknowledge"
eventattack = "Basic1DestroyerAttack"
eventstop = "Basic1DestroyerStop"
eventmove = "Basic1DestroyerMove"
eventrepair = "Basic1DestroyerRepair"
classlabel = "craft"
ainame = "CraftProcess"
officercost = 0
shielddelay = 1.5
damagedscan = 100.0
enginescrewloss = 10.0f
lifesupportcrewloss = 6.0f
weaponscrewloss = 12.0f
shieldgeneratorcrewloss = 9.0f
sensorscrewloss = 4.0f
lifesupportloss = 1
engineshitpercent = 5.0f
lifesupporthitpercent = 5.0f
weaponshitpercent = 5.0f
shieldgeneratorhitpercent = 5.0f
sensorshitpercent = 5.0f
crewhitpercent = 0.0f
hullhitpercent = 75.0f
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 900
shieldhit = "shield_fed_hitS"
shieldhitcritical = "shield_fed_hitcritS"
shielddown = "shield_fed_down"
scalesod = 0.25
weapon
- Code: Select all
classlabel = "cannonimp"
wpnname = "Phaser Array"
tooltip = "Phaser Array"
verbosetooltip = "AUTOTOOLTIP-terW_voyager1.odf"
ordname = "terW_voyager1o"
shotdelay0 = 2.00
firesound = "federation_phaser.wav"
hitchance = 1
impulsetohitmodifier = 0
stoptohitmodifier = 0
tohitimpulsemodifier = 0
tohitstopmodifier = 0
range = 800
weapon ordinance
- Code: Select all
classlabel = "phaser"
sprite = "weapon_phaser"
radius = 15
flareradiusmultiplier = 1
lensflare = "weapon_phaserflare"
lifespan = 0.99
shotspeed = 1e6
spriteduration = 0.5
shieldduration = 1.0
explosionhit = "fedW_phaserH"
explosionshieldhit = "fedW_phaserH"
damagebase = 35
damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0
hullcrewmodifier = 0
damagemode = 0
Oh, and the weapon does not ignore the shields.
posted on July 31st, 2010, 3:09 am
Damagemode must equal "1" to ignore shields
. See fedw_akiraYr6 odfs to see what it looks like if it is still confusing 


posted on July 31st, 2010, 12:13 pm
Last edited by TChapman500 on July 31st, 2010, 1:03 pm, edited 1 time in total.
Okay, so why isn't the vessel being renered? And why is the tooltip only showing up as "AUTOTOOLTIP-ter_voyager.odf" if I happen to be able to select the vessel?
By the way, the weapon still does damage to the shields, but it's supposed to do damage to the hull.
Maybe I should just give you the gmax model and let you convert it. Or find out what's wrong with it.
By the way, the weapon still does damage to the shields, but it's supposed to do damage to the hull.
Maybe I should just give you the gmax model and let you convert it. Or find out what's wrong with it.
posted on July 31st, 2010, 3:27 pm
I wonder if you can add exceptions to the damagemode rule? maybe do it like damagebase, just list your ships after it with a 0 following instead of 1.
dunno...
dunno...
posted on July 31st, 2010, 5:04 pm
Adm. Zaxxon wrote:I wonder if you can add exceptions to the damagemode rule? maybe do it like damagebase, just list your ships after it with a 0 following instead of 1.
dunno...
No, I don't think that works

Here is an example code laid out - I'm not sure, but it seems that in every case of an shield ignoring weapon, shieldignore = 0 . I think this was to prevent an error from occuring, but I can't remember

Maybe it just works for SODs?
shotgeometry = "fedW_photon.SOD"
ignoreshield = 0
damagemode = 1
lifespan = 6.0
omegaturn = 0
shotaccel = 70.0
seektime = 0
explosionhit = "fedW_photonH"
explosionshieldhit = "fedW_photonHS"
hitsound = "xhit_torpedo1.wav"
damagebase = 22.792
posted on July 31st, 2010, 5:19 pm
Last edited by TChapman500 on July 31st, 2010, 5:23 pm, edited 1 time in total.
That still doesn't explain this problem. Look at the screenshot.
By the way, the weapons still don't ignore the shields even after applying the code.
WHY ISN'T THIS VESSEL RENDERED!!?
By the way, the weapons still don't ignore the shields even after applying the code.
WHY ISN'T THIS VESSEL RENDERED!!?
posted on July 31st, 2010, 5:34 pm
As I said, did you try just for SOD-based weaponry?
Not sure why your vessel isn't rendered, I'm not a modder. Seems you should compare your model to one already in FO and see the differences.
Not sure why your vessel isn't rendered, I'm not a modder. Seems you should compare your model to one already in FO and see the differences.
posted on July 31st, 2010, 5:37 pm
I cannot import a fleet-ops SOD. Milkshape won't let me import anything except a stock Armada 2 SOD.
If I use a SOD based weapon, I'm going to need a phaser SOD.
If I use a SOD based weapon, I'm going to need a phaser SOD.
posted on July 31st, 2010, 6:10 pm
if u send me the .sod file and textures for the vessel i'll take a look at it to see if i can find an error with it but i aint too sure about the weapons
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