Help!! attack of the spider cubes!! -1 reply

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Knight-2000

Dread thinks I'm a special person

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19th March 2006

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#1 12 years ago

Help!! I'm relatively new to modding my game. the limit of my success has been adding new ships to the existing races. I'm now in the process of trying to create my own race in game (not as a general release mod, just for my own use), based loosely on the federation, but without affecting the federation technology tree (ie, i want shipyards that look the same as the federations, but build different ships, and a different starbase). I have actually got the race itself to work, as a direct clone of the federation and am now trying to slowly alter the build list to make it different. However, the construction ship, and the starbase (the first change i've made), are now coming up as little white cubes with what can only be described as the original spiderman logo on each face. Admittedly, its only the odf i've changed, and the corresponding entries in the fulltech, tech1 (fbase/fconst to nbase/nconst) and gui_global (build buttons and wireframes eg w_fbasew1 to w_nbasew1 etc) files to refer to the new odf, can someone tell me how i can restore the look of the model, and also where the heck i've gone wrong with it? Much appreciated




archerscott

Make it so!

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21st February 2005

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#2 12 years ago

The white box with the spider appearing usually means a SOD file is missing. If you change the odf, then you must copy and paste the correspoding .SOD file and then re-name. i.e. fconst.SOD should be ncost.SOD. Or whatever name you choose. Then you need to find the textures and re-name them too + the build button




Majestic-MSFC

Majestic is thy Name!

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2nd April 2006

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#3 12 years ago
archerscottThe white box with the spider appearing usually means a SOD file is missing. If you change the odf, then you must copy and paste the correspoding .SOD file and then re-name. i.e. fconst.SOD should be ncost.SOD. Or whatever name you choose. Then you need to find the textures and re-name them too + the build button

If just renaming a model you don't need to rename it's textures, if you do the model will show up with no textures.

With the buildbutton you don't need to rename that either, just add a new line in your gui_global file.

Ie b_nconst gbfconst 0 0 64 64

or whatever you decide to name the sod.




USS Helena

A Modder At Work DO NOT DI....

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19th February 2006

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#4 12 years ago

Just make sure all the nodes are right and the files sod and odf are the same name :) SGPrometheus USS_Helena




F/\}{I´3$

Illiterate? I'm FahreS

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24th March 2006

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#5 12 years ago

if you want that the .odf has an other name then the .sod file, you have to add this into the last line of your .odf file:

// Name of the geometry it is using baseName = "NAMEOFTHESOD"

replace NAMEOFTHESOD with the name of your .sod file




[Sonic]uk

known before as paulhanselluk

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26th June 2005

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#6 12 years ago
MajestIf just renaming a model you don't need to rename it's textures, if you do the model will show up with no textures. or whatever you decide to name the sod.

you dont need to rename the texture files, as technically you are not changing the actual model just the name, so ot will still look for the original textures to cover itself (name changed or not).




Knight-2000

Dread thinks I'm a special person

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19th March 2006

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#7 12 years ago

wow... a lot of responses for this one lol. Thanks for the help guys, you've helped me sort it all out so that it works the way i want it too (although it took me a lot longer than i thought it would after realising how much more would need doing...) Thanks again!