Tips On Modding Thread 41 replies

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elminster

Bridge Commander Master HPer

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26th October 2002

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#11 16 years ago

Very well, moved back on the proviso that people stay on topic.




Zorg

GF Pwns Me!

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19th January 2003

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#12 16 years ago

Tips:

Through trying to make planets for my latest system pack I discovered that you can export omni lights that will appear in BC. These lights will over ride the ambient and directional lights set up in the system.py script and use the lights in the mesh that you exported to nif format.

For instance on one planet I used two omni lights one from above and one from below both set to red with an illumination factor of 3. When I looked at the planet in game it was lit from the bottom and top with and looked like it was glowing red, kinda neat IMHO.

Another tip that I'm not sure applies to everyone maybe just my slow machine?

It's possible to export objects to NIF that are very very large and they will appear in the game. This is useful if you want to make a very large object say a station or something. The only limitation seems to be the vox_nif file. On my comp anyway, very very large objects more or less crash the game at the loading screen when I try and start a mission with the object in the map. I find it necessary to copy another vox_nif file from another ship or station or such and put it in the folder with my large object that way the game doesn't have to compile such a large vox file. You probably also want to set up the very large object to a low damage factor like a starbase. Since the game uses polygons to create damage and a lot of damage will slow down the frame rate of the game.

Example in the scripts/ships folder I have a very very very large dyson sphere that I am experimenting with I have set up the damage like this:

pLODModel = App.g_kLODModelManager.Create(pStats["Name"], 10000, 1) pLODModel.AddLOD(pStats["FilenameHigh"], 4, 1000.0, 300.0, 0.0, 0.0, 0.0, "_glow", None, None) pLODModel.AddLOD(pStats["FilenameMed"], 4, 5000.0, 300.0, 0.0, 0.0, 0.0, "_glow", None, None) pLODModel.AddLOD(pStats["FilenameLow"], 4, 10000.0, 0.0, 0.0, 0.0, 0.0, "", None, None)

Of course for this particular model it doesn't matter very much because I've set the spheres damage values very very high with the MPE so it's "impossible" to destroy, so more than likely no damge will never appear anyway, but that's useful info for other things like Starbases.

By the way in 3D studio max 3.1 my dyson sphere measurements which are still too small to be accurate are XYZ 253,580.75M with a surface area of 394,000,000,000 give or take a few million.

Measurement and such in Max 3.1 can be found under the utilities menu which has a hammer as it's icon.

Also for ships in BC I think the unspoken standard is 1 max unit = 1 meter in BC. So if you had a ship that is 1230 meters long (Y) you want to scale it in Max at roughly 1230m along the (Y) coordinate.

You can check this in max by importing the Ferengi Marauder from the SDK into the ship mesh you are working on. Be sure to delete the Marauder mesh after you check it though and make sure it is gone by checking the select by name tab. It's necessary sometimes to select it in that menu in one of the viewport windows right click and select "Convert to editable mesh" and then hit the delete key. Don't know why but it is often necessary.

The attached pic is a collage of the max window showing some of what I'm talking about.

Zorg/Morpheus :uhoh: :deal: :p




Zorg

GF Pwns Me!

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19th January 2003

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#13 16 years ago

I noticed when you convert a max file to nif format, if you don't export the default max lights your alpha channel doesn't show up in the game only a dark mesh with no illumination. I'm not sure if this happens all the time but I did notice it on one mesh I was working with.




Tigerhawk71

I'm too cool to Post

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14th December 2002

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#14 16 years ago

heya folks.. i have a question... how do you edit the singleplayer sov's hardpoints/model? a friend asked if i could change it to something else for him since he's bored of the sov :P TIA for any help

Please post your question in its own thread, this one is for modding tips, the ansewres to your question or already in the forums, so go and look - elminster




Zorg

GF Pwns Me!

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19th January 2003

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#15 16 years ago

http://www.3dcafe.com/asp/default.asp

A site I found while looking for some information on animation which I also found at this site. Has quite a few really good tutorials for making different things.




tim_scott_2000

Sniper

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28th February 2003

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#16 16 years ago

anyone got any tips on how to texture cuz i got a fighter i need to texture links will help if possable if not you can e-mail me at [email]tim_scott_2000@yahoo.co.uk[/email] cheers scotty




h2opolostar

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17th November 2002

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#17 16 years ago

I can install all the zip and bcmod packages that come in a zipped folder but i can't install those stupid rar. files...how do you install them...please help...a busy waterpolo player

This is a tips on modding thread in the modding forum, please post your own thread in the correct forum next time, your question has been answered numerous times in the help forum. - elminster




tim_scott_2000

Sniper

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28th February 2003

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#18 16 years ago

use winrar from www.rarlabs.com




Kadis

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18th May 2003

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#19 16 years ago

Tip for you people setting up your ships' weapon arc icons:

While the ship icons are 128x128, for the weapon arc section, the image appears to be reduced in size before the icons are rendered. Oddly, this doesn't apply to the damage status icons... So anyways, instead of having them laid out all nice and neat like I wanted in this picture: ent1701_proposed_arcs.jpg

I get this one... ent1701_actual_arcs.jpg

...meaning the pixel values in the original icon image don't line up with what you see in the weapons window in tactical mode and at Savali's station.

And never mind that upper-right array sticking out like that, 'tis the result of bad typing on my part :o

But as you can see in the pictures, the ship is reduced by 66% beforehand, so one might want to go into photoshop and shrink the ship by 1/3, then play around with the icons to get them lined up, and voila! instant reference for your hardpoint file(s) :)

And while we're on hardpoint files, the order you list the subsystems is also the same order that you should list them in the property load section. Of course, I haven't tried rearranging the load list to see what happens...

And apparently it's quite okay to have extra subsystem entrys listed, but not import them. Meaning modders can just throw in replacement torpedo tube entries with different warhead loads, or the errant cloaking system, and tell the end user that if they want the new stuff, just go comment a few lines here, uncomment a few there, save, and be done.




Locutus (HUN)

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15th June 2003

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#20 16 years ago

Ok, i am not new to modding, just new in this forum;)

So i have a mod, that is integrated with QBR 2.2.

I have already contacted redbeard, but he is not anymore modding.

The questions:

How can i program a delay to the mission start? If i set a multi line briefing for the missions, the enemy begins shooting at my ship before the briefing ends...

How can i decrease a torpedos size? Just scaling..

What exactly means the RADIUS property for the Hull?