Tips On Modding Thread 41 replies

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emperorsteele

What's a N00bian?

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19th September 2003

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#31 15 years ago

FleetCommanderWow, very confused, all this is very technical. And this thread is like 6 pages long!

Anyway I have a small list of things I would like to know how to do to BC:

#1: How do you make torpedo launchers that fire more than one torp? #2: How do you access the ship files to change hit point,....etc.? #3: How do you edit hardpoints? #4: How do you add, remove, and move weapons on ships? #5: How do you change the interface?

I have been analysing my BC files to see if I can make any changes ,but all the stuff I looked at was VERY complicated(at least to me).

ANY help would be useful and I would like it if someone can tell what a good downloadable mod(or model) pack is that no one minds me "enhancing"....

Anyway, thanks for reading and as I already said ANY help, tips, or advice would be useful! ;)

You may want to ask in the MPE forum, as all of these questions (except 5) are directly realted.

EVERYTHING is controlled by the Hardpoints, which are located in a ships hardpoint file (scripts/ships/harpoints/shipname.PY). Note that theres a duplicate file in data/models/ships, so you'll need to copy your file there, as well. (i think)

Open a ships PY file using either the Model Property Editor (available @ bcfiles.com), OR notepad (note: Notepad will NOT beable to read the stock ships very well, BUT you can use it to edit mod ships you DLed).

From there, you can find the Torpedo launchers and set the # of torps they can yeild.

A ships Hitpoints are actually the hit points of the HULL subsystem, which you can edit in a ships PY file. EVERY subsystem has a set number of hit points. Its all a matter of finding the sub-system and looking for its hit points.

As stated above, you can just go in and type values. There are a lot of trickier values for different subsystems.. its all amatter of figguring them out.

#4 is a bit trickier. You can always remove weapons by deleting their hardpoint in the PY file. Adding them can be tricky, because you have to set which coordinates on the ship it exists at.

#5: I think that's hard-coded in the game... or do you mean you want to customize your controls?




no-one

I'm too cool to Post

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1st December 2003

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#32 15 years ago

off topic - elminster




Justin Case

Captain of USS Explorer

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16th December 2003

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#33 15 years ago

Off topic - elminster




Cpt_Romanski

STAR TREK XI Producer

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20th July 2003

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#34 15 years ago

Off topic - elminster




je2128

I'm too cool to Post

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6th March 2004

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#35 15 years ago

Go to www.thebroken.org and listin to epasode 3 on tips on modding :tank::tank::tank::tank:




MilleauRekiir

I follow teh Moo!

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4th November 2003

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#36 15 years ago

In reply to lucutus, ships affiliation is just basically a number that identifies your ship set up. BC was created with lots of extra bits and pieces that were never in the final product, this may be one. As long as you don't fight lots of ships with the same affiliation, you'll be fine.

Similar answer to squeege, the old foundation required you to actually open plugins and write a line to import ships. Now, just use BCMP and it'll add the thing for you. Ignore readmes that old...

To rename a ship in quickbattle, open up the plugin for that ship and rename the appropriate bits.




USS_INTEGRETY

1 |-|@>

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9th December 2002

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#37 15 years ago

has anyone come out with a gmax to nif converter yet? I know how to model and texture map (the actually skinning with photoshop im still learning) but my friend is being stubborn and wont give me 3ds max.




Psychokenesis

I'm too cool to Post

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16th October 2003

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#38 15 years ago

I'm having a lot of problems blending these mutators such as ATP , Engineering .03, neutral fleet orders and the other fleet orders and even the marines and fly another ship...

I add these files to the BC like I do the Mods with out the Mod installer...Copy and paste into BC...

For Instance neutral fleet orders has alot of sub folders but I don't know If I need to put those folders in there place or just copy and paste the main folder into BC




Stellar_Magic

I don't spend enough time here

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9th December 2004

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#39 14 years ago

Okay... tips on modding BC. 1st. Experiment, experiement, experiment...for example. If you've downloaded NanoFX you know about the shockwave that occurs when a ship is destroyed. By playing around with the hardpoints you may discover the ratio for the radius of the blast to the power system (In this case its approxamently 1,000 Power for every kilometer of blast area.) The same is true for other parts of the game, play around with the torpedo scripts, change a value and see what it does and adjust it to what you want. Toy with the sensor system to make a ship blind and deaf (did that once, kind of wierd what the AI did) and don't mind trying to accomplish things others have failed to do. 2nd. Backup and organize your mods. If you're making a new hardpoint for a ship back up each successive version of it that works in a seperate folder. That way if you find yourself needing to reinstall the game, you can easily add the ships back and start over without loosing an enormous amount of time. 3rd. Share whatever you find, modders are a community, if you can improve upon another's work they might be thankful for such an improvement. Also accept critism, you must realize your work is in the public domain for everyone to comment on, as an experienced modder it is your duty to comment on others work in the hope of improving it and making them a better modder.




starkill

WE ARE THE BORG YOU NOOBS!

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24th November 2004

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#40 14 years ago

ok i downloaded the SDK now what?? i don't no that much about modding but i was hopeing that there was somthing to tell me what to do but when i opened the SDK there wasnt anything (aleast that i could tell) so can some on tell me how to use it????