2. Supported: - Animation (move, rotate, scale), including sprite and emitter animation - Smoothing groups supported intuitively - Backward compatible with current artwork - Multiple lighting materials per mesh (including team colour) - Level of Detail (LOD) control - Detailed documentation of all features
ships. Here is a guide video showing the \"earlier\" version of the tool that is integrated into the LMTools for Legacy in action. It is a slightly different layout, but function and usage are the same. http://www.youtube.com/watch?v=IqJRElpVG_s This version is build with 4 modes, Armada 1, Armada 2, Fleet Ops, and Star Trek Legacy (why take it out?). Each mode has it\'s own \"basic Hierarchy tree\", as well as unique entries for the \"s_\" type joints. The s_ joint Pattern and Color bits are only for Legacy, so they are disabled in Armada modes.
lot easier. They simulate the behavior of the game, so you can predict things like weapon output, crew loss and even the outcome of battles without having to start the game! It doesn't matter whether you're doing a small ODF mod or a total conversion mod, the Toolbox can help you. Every tool comes with its own manual, which explains all the details you need to use the tools correctly. This is a must-have for every modder!
in it's own little archive and then substituting the modded files for the originals without overwriting them. Once you then disable the mod it removes all of the modded files and packs them back in the archive and replaces the original, stock files. The usefulness of this scales up with multiple installations, simply by virtue of not needing them. I currently have 16 Armada II Installations for a wide variety of released and in development work. Using this tool would allow you to remove all of the separate installations and have all of the mods installed on one installation, and only enabled when your using them. If I were to use this it would save slightly over ten gigabytes of space. - Freyr
This should make small and big mods take a little less time. Manual included! ;-)
installations. In addition to this, the manager also offers an improved interface for selecting a map through the map editor. This will probably be easier for most people, as I know many of you do have problems with the command line arguments that are required to launch the map editor. - Freyr
to put it bluntly. Proof by no doubt that the smallest things in life really do matter ;) - SSA
an object.[/quote] Please note that this is the third party editor, not an official one by Activision.
mod be assoicated and recognized with this tool, and it aint easy creating them, and pretty much no mod i've looked at had that file pre-made. If you don't mind the extra work, this tool is excellent. But, for me it requires too much work to be effective.
and/or A2 Mapeditor first). The Program automaticly detects which Armada Version it used to open that .BZN File. [/quote] Here\'s some instruction on how to use it: [quote] You start the .EXE itself by double-clicking on it. A Dialog will inform you that you have no Map select and Ask you if you want to create a new Map. If you chose no the Program ends; if you say yes you will be asked for the Map Name. You will haveto enter the Full Name include the .bzn extension then the Program will start the Armada Version which is in the same Dir as the bzn.exe in editor Mode and creates a new Map. [/quote] Sounds pretty cool :). This will make map making a little bet easier. [u]NOTE: You MUST have the Armada/Armada2 map editor installed or this won\'t work![/u]
all of you who don\'t have it. Thanks to Sweldon for the file.
addon is placed in the same directory as the armada2.exe and the mod enabler exe. What it does is launch the mod enabler then once the enabler is closed it will launch armada 2 with the selected mods straight away.
the forums... Extensive manuals included. Programmed in C++. Tested on XP and Vista, but should run on all Windows systems. Terra_Inc
balancing mods in the future. The utility presents it's weapon outputs at one, ten and thirty seconds. Unfortunately, the weapon outputs appear to be calculated for the thirty second output and then ten and one second results are the figure for thirty seconds divided by three and thirty respectively. That sort of calculation is adequate for a rapidly firing phaser as it's reasonably accurate, but there is a margin of error that increases when you start using powerful but slow firing weapons. For instance, my hypothetical weapon does one point of damage with a certain chance to hit and a three second reload time. Therefore, at one second my hypothetical weapon should have done one point of damage, three points of damage at ten seconds and ten points at thirty seconds. The utility correctly calculates the thirty second value, but then returns incorrect values for the ten and one second values ("3.33333349227905" points of damage at ten seconds and 0.333333343267 at one second respectively) As it is, this utility does have a useful role to play in balancing by providing the average figures which can be considered "near enough" and i'll happily concede that while doing balancing in certain situations it may be more useful to have the average figures. For that alone, this is worth grabbing if your balancing a mod. However, personally i'd like to see the absolute correct figures calculated. Hopefully we'll see another version of this with that little correction in as that would take this from being "useful" while doing balancing to "essential". - Freyr
off your installation because you missed a quote mark somewhere? This tool finds where. While I haven't used this yet, it sounds like it's just become an essential part of any serious modders toolkit. Fallengraces had been using this for Armada (1) and found it to be so useful he made the alterations that should be required to get this working in A2, however it's comparatively untested and should be considered to be under development. Unfortunately, the identity of the original developer has been lost to time. If anybody reading this does know who developed the original tool, please let us know! - Freyr A few words from Fallengraces:- A BETA...cant strain that enough that is basically an odf and Techtree error checking program. I found it useful while modding A1 and decided to update in in order to be able to mod A2. File contains both the A1 orginal and the A2 update. Very user friendly, hope this helps those budding modders and some of our old vets. avoid the very painful CTD. For now only understands stock Weaponry and commands but hoping to fix that soon. Everything else i believe is covered in the Readme. I hope to use this thread http://forums.filefront.com/st-a2-modding-editing/405260-staum-version-2-0-a.html as a error and help thread seeing as its stupid to sart another if this will do just fine. ~Fallengraces~
short time. Two classes are included in this library. The first (OdfParser) can parse odf code line by line, while the second is able to analyze and modify whole documents. That's why it's called OdfDocument. It is more handy than the parser, but does not deliver the same performance as the parser does. Using the parser might be quite difficult if you are not that experienced with .NET, so I would recommend to start using the document. So all you need is a little bit knowlegde of any .NET language, be it C++/CLI, C#, VB.NET, IronPython or whatever. I also included a short example solution (written in C#) showing what this library is capable of.
the tools necessary for creating ODFs, TTs and Sprite files, and with that in mind I set forth on my mission. I would like to thank Starbase34.net for the extensive research they did into the ODFs for making ships/stations and weapons, as that was a big help in writing all the coding in for the ODFs. I do not have any blank templates for you to use, its build as you go, and that is, in my opinion, all you need. This modding tool is meant for both the most seasoned veteran and the newest rookie that is just starting out. V1.1 now includes support for the Patch Project created by the Fleet Ops team. [i]- Epytron_Omega[/i]
modding ODF, TT and Sprite files for Star Trek Armada 2. While designing and building this program, I felt that it would be nice to include not just an editor, but all the tools necessary for creating ODFs, TTs and Sprite files, and with that in mind I set forth on my mission. I would like to thank Starbase34.net for the extensive research they did into the ODFs for making ships/stations and weapons, as that was a big help in writing all the coding in for the ODFs. I do not have any blank templates for you to use, its build as you go, and that is, in my opinion, all you need. This modding tool is meant for both the most seasoned veteran and the newest rookie that is just starting out.[/quote] Sounds like just the kind of thing many of our modders need most. Definitely worth a download. :cool:
NCC-XXXX). Could become useful for some members... I'll also let the community rate this one. :) - SSA
GOOD) by moddifying odf's into something they wish more desireable. It is basically bigger and better then last time, fixing 3 out of 4 reported bugs (those mentioned in the beneath readme, whilst the fourth isn't such a big problem) and generally enhances it. I like the nice touch of having the buttons with ships or stations on from the game, really brings it into the Star Trek/Armada spirit of things, all this of course in a tidy .exe. My opinion: Get it, it's very good, look's nice and seem's to work really quite well. Well done!
editor. Excellent Idea Night Link!
about! This simple program will save you years of time if you edit multipul maps, great work!
the user when he responds
program, select an .odf on your computer, and edit away!
detect wich Armada Version it used to open that BZN File.[/quote]
window, closing effects, an odf checker, and, for all the modding teams, a Find Modified/New files window. This is capable of copying, moving, and deleting the modified/new files it has found (so you can compile an entire mod in seconds without missing anything). There is also a recompile definition list option that could help to coordinate a mod, but that is in the readme. A more complete list of changes is in the program itself.[/quote]