Hardpointing Modifications For CG Sov 6 replies

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Bombcatter

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10th February 2003

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#1 15 years ago

I've noticed a problem of the hardpoints on the CG SOV being in the wrong places when playing with the SOV as the enemy. For example the warp engines were totally in the wrong places when targeting them. In fact they were located on the dorsal neck of the SOV rather than on the actual warp engine sections of the model. The same can be said about the Shield generators and aft torpedoes. I tried adjusting the the hardpoint under the SETPOSTION row but the changes were neglible or totally off of the model. I was wondering whether anyone has any suggestions.




swimz101

He's called Vash..The Stampede

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23rd October 2003

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#2 15 years ago

i would get MPE, its a lot easier interface than hard coding the hp. it has a function called locate mode to pick exactly where components go. then u open up the property and do get position (i think).




Bombcatter

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10th February 2003

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#3 15 years ago

I forgot to mention I'm a total amateur at modding and I've never used complicated programs such as 3dmax or MPE. Usually I just tweaked the numbers by opening the py. files in the hardpoint folder with notepad. I'd really appreciate detailed descriptions to give me more to go one. Thanks.




Bombcatter

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#4 15 years ago

Ok I've read the tutorial and stuff so I have a better idea of the problem now. Using MPE I discovered that the warp engine hardpoints were given the proper 3d position however I also found that when playing the game only the warp engines seemed to be out of place when being targeted. Now this doesn't make much sense since I'm positive that they were given the right position coordinates as they were illustrated on the 3d model of the ship. In addition I'd like to know how I can stop the model from being damaged so quickly since chunks of the ship disappear when fired on a certain amount of time.




JimmyB76 Filer

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19th March 2003

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#5 15 years ago
Bombcatt In addition I'd like to know how I can stop the model from being damaged so quickly since chunks of the ship disappear when fired on a certain amount of time.

try deleting all the vox files (don't worry it's safe)... also you could make it's shield and hull values a little higher...




Bombcatter

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10th February 2003

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#6 15 years ago

Thanks for the tip it seems to have worked. Wonder why though.




elminster

Bridge Commander Master HPer

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26th October 2002

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#7 15 years ago
BombcatterOk I've read the tutorial and stuff so I have a better idea of the problem now. Using MPE I discovered that the warp engine hardpoints were given the proper 3d position however I also found that when playing the game only the warp engines seemed to be out of place when being targeted. Now this doesn't make much sense since I'm positive that they were given the right position coordinates as they were illustrated on the 3d model of the ship. In addition I'd like to know how I can stop the model from being damaged so quickly since chunks of the ship disappear when fired on a certain amount of time.

Hmm not sure what you mean. There is the 'Warp Engines' system which is a non targetable 'container' that holds the warp engines themselves, e.g. Star Warp and Port Warp for the actual nacelles. Then you have the 'Warp Core' which is a separte power system. Sounds a little confused to me.